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Formal Request Thread

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Re: Formal Request Thread

Postby NEMESiS » 10 Jun 2014, 04:43

Ah yes, it works now! Thank you both. :D
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Re: Formal Request Thread

Postby loookaz » 14 Jun 2014, 01:15

i would like to kindly request Overgrown Battlement, Mercy Killing, Batwing Brume and Forbidden Orchard, and especially Quirion Dryad, Hindering Light and Winter Orb

thanks in advance

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Re: Formal Request Thread

Postby Hacker85 » 14 Jun 2014, 17:42

is it possible to make the filter lands like Twilight Mire or Mystic Gate?
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Re: Formal Request Thread

Postby RiiakShiNal » 15 Jun 2014, 00:20

Hacker85 wrote:is it possible to make the filter lands like Twilight Mire or Mystic Gate?
Yes, but it is only possible using mana tokens. There are three ways to do it:
  1. Use a mode select like from
    Arcane Sanctum: | Open
    Code: Select all
       <ACTIVATED_ABILITY forced_skip="1">
          <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W}, {U}, or {B} to your mana pool.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W}, {U} ou {B} à votre réserve.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W}, {U}, o {B} a tu reserva de maná.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}, {U} oder {B}.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W}, {U} o {B} alla tua riserva di mana.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}か{U}か{B}を加える。]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {W} 또는 {U} 또는 {B}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {W}, {U} или {B} в ваше хранилище маны.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W}, {U} ou {B} à sua reserva de mana.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加{W},{U},或{B}到你的法术力池中。]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}: Add {W}, {U}, or {B} to your mana pool.]]></LOCALISED_TEXT>
          <COST type="TapSelf" />
          <MODE_SELECT tag="MODE_CHOOSE_ONE">
             <MODE tag="RSN_MODE_PRODUCE_W" index="1" />
             <MODE tag="RSN_MODE_PRODUCE_U" index="2" />
             <MODE tag="RSN_MODE_PRODUCE_B" index="3" />
          </MODE_SELECT>
          <PLAY_TIME_ACTION>
             RSN_MarkManaAbilityStart()
          </PLAY_TIME_ACTION>
          <RESOLUTION_TIME_ACTION mode="1">
             RSN_Produce( "{W}", 1 )
          </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION mode="2">
             RSN_Produce( "{U}", 1 )
          </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION mode="3">
             RSN_Produce( "{B}", 1 )
          </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION>
             RSN_EliminateExtraManaTokens()
             RSN_MarkManaAbilityEnd()
          </RESOLUTION_TIME_ACTION>
          <AI_AVAILABILITY window_step="upkeep" type="window" />
          <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
          <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY window_step="declare_blockers" type="window" />
          <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
          <AI_AVAILABILITY window_step="end_of_turn" type="window" />
          <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
          <AI_AVAILABILITY type="in_response" response_source="1" />
          <AI_AVAILABILITY type="in_response" response_target="1" />
       </ACTIVATED_ABILITY>
  2. Use a multiple choice like from
    Birds of Paradise: | Open
    Code: Select all
       <ACTIVATED_ABILITY forced_skip="1">
          <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add one mana of any color to your mana pool.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez un mana de la couleur de votre choix à votre réserve.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega un maná de cualquier color a tu reserva de maná.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um ein Mana einer beliebigen Farbe.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi un mana di un qualsiasi colore alla tua riserva di mana.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに、好きな色1色のマナ1点を加える。]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 당신의 마나풀에 원하는 색의 마나 한 개를 담는다.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте одну ману любого цвета в ваше хранилище маны.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione um mana de qualquer cor à sua reserva de mana.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加一点任意颜色的法术力到你的法术力池中。]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加一點任意顏色的魔法力到你的魔法力池中。]]></LOCALISED_TEXT>
          <COST type="TapSelf" />
          <PLAY_TIME_ACTION>
             RSN_MarkManaAbilityStart()
             local oPlayer = EffectController()
             local oCard = EffectSource()
             if (oPlayer ~= nil) then
                oPlayer:BeginNewMultipleChoice()
                oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
                oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
                oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
                oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
                oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
                oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
             end
          </PLAY_TIME_ACTION>
          <RESOLUTION_TIME_ACTION>
             local nColour = EffectController():GetMultipleChoiceResult() + 1
             if (nColour == COLOUR_BLACK) then
                RSN_Produce( "{B}", 1 )
             elseif (nColour == COLOUR_BLUE) then
                RSN_Produce( "{U}", 1 )
             elseif (nColour == COLOUR_GREEN) then
                RSN_Produce( "{G}", 1 )
             elseif (nColour == COLOUR_RED) then
                RSN_Produce( "{R}", 1 )
             elseif (nColour == COLOUR_WHITE) then
                RSN_Produce( "{W}", 1 )
             end
          </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION>
             RSN_EliminateExtraManaTokens()
             RSN_MarkManaAbilityEnd()
          </RESOLUTION_TIME_ACTION>
          <AI_AVAILABILITY window_step="upkeep" type="window" />
          <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
          <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY window_step="declare_blockers" type="window" />
          <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
          <AI_AVAILABILITY window_step="end_of_turn" type="window" />
          <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
          <AI_AVAILABILITY type="in_response" response_source="1" />
          <AI_AVAILABILITY type="in_response" response_target="1" />
       </ACTIVATED_ABILITY>
  3. Use a looped choice like
    Axebane Guardian: | Open
    Code: Select all
       <ACTIVATED_ABILITY forced_skip="1">
          <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add X mana in any combination of colors to your mana pool, where X is the number of creatures with defender you control.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez X manas de la combinaison de mana coloré de votre choix à votre réserve, X étant le nombre de créatures avec le défenseur que vous contrôlez.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega X manás de cualquier combinación de color a tu reserva de maná, donde X es el número de criaturas con la habilidad de defensor que controlas.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um X Mana in einer beliebigen Kombination von Farben, wobei X gleich der Anzahl an Kreaturen mit Verteidiger ist, die du kontrollierst.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi X mana in qualsiasi combinazione di colori alla tua riserva di mana, dove X è il numero di creature con difensore che controlli.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに、好きな色の組み合わせのマナX点を加える。Xはあなたがコントロールする防衛を持つクリーチャーの総数に等しい。]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: 원하는 색의 조합으로 마나 X개를 당신의 마나풀에 담는다. X는 당신이 조종하는 생물 중 수비태세 능력을 가진 생물의 수다.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте Х маны в любой комбинации цветов в ваше хранилище маны, где Х — количество существ с Защитником под вашим контролем.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione X manas em qualquer combinação de cores a sua reserva de mana, sendo X igual ao número de criaturas com defensor que você controla.]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[{T}:加X点法术力到你的法术力池中,其颜色组合可任意选择,X为由你操控的具守军异能的生物数量。]]></LOCALISED_TEXT>
          <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[{T}:加X點魔法力到你的魔法力池中,其顏色組合可任意選擇,X為由你操控的具守軍異能的生物數量。]]></LOCALISED_TEXT>
          <COST type="TapSelf" />
          <PLAY_TIME_ACTION>
             RSN_MarkManaAbilityStart()
             local oFilter = ClearFilter()
             oFilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
             oFilter:Add( FE_CHARACTERISTIC, OP_HAS, CHARACTERISTIC_DEFENDER )
             oFilter:Add( FE_CONTROLLER, OP_IS, EffectController() )
             local nCount = oFilter:Count()
             EffectDC():Int_Set( 0, nCount )
          </PLAY_TIME_ACTION>
          <RESOLUTION_TIME_ACTION repeating="1">
             local nRep = MTG():GetActionRepCount()
             local nParity = nRep % 2
             local nCount = EffectDC():Int_Get( 0 )

             if (nRep &lt; (nCount * 2)) then
                if (nParity == 0) then
                   local oPlayer = EffectController()
                   local oCard = EffectSource()
                   if (oPlayer ~= nil) then
                      oPlayer:BeginNewMultipleChoice()
                      oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_W" )
                      oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_U" )
                      oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_B" )
                      oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_R" )
                      oPlayer:AddMultipleChoiceAnswer( "RSN_MODE_PRODUCE_G" )
                      oPlayer:AskMultipleChoiceQuestion( "MODE_CHOOSE_ONE", oCard )
                   end
                   return true
                else
                   local nColour = EffectController():GetMultipleChoiceResult() + 1
                   if (nColour == COLOUR_BLACK) then
                      RSN_ProduceNoTrigger( "{B}", 1 )
                   elseif (nColour == COLOUR_BLUE) then
                      RSN_ProduceNoTrigger( "{U}", 1 )
                   elseif (nColour == COLOUR_GREEN) then
                      RSN_ProduceNoTrigger( "{G}", 1 )
                   elseif (nColour == COLOUR_RED) then
                      RSN_ProduceNoTrigger( "{R}", 1 )
                   elseif (nColour == COLOUR_WHITE) then
                      RSN_ProduceNoTrigger( "{W}", 1 )
                   end
                   return true
                end
             else
                RSN_FireManaTrigger()
                return false
             end
          </RESOLUTION_TIME_ACTION>
          <RESOLUTION_TIME_ACTION>
             RSN_EliminateExtraManaTokens()
             RSN_MarkManaAbilityEnd()
          </RESOLUTION_TIME_ACTION>
          <AI_AVAILABILITY window_step="upkeep" type="window" />
          <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
          <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY window_step="declare_blockers" type="window" />
          <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
          <AI_AVAILABILITY window_step="end_of_turn" type="window" />
          <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
          <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
          <AI_AVAILABILITY type="in_response" response_source="1" />
          <AI_AVAILABILITY type="in_response" response_target="1" />
       </ACTIVATED_ABILITY>
Probably the easiest method is to adapt from Arcane Sanctum (method #1) and simply replace the choices and the outputs. Oh and of course, add the extra cost.

Since the Manual Mana mod does not have built-in text entries for adding {B} {G} or {W} {U} to the mana pool those text entries would need to be created as well.

So for example the second ability for Twilight Mire might look something like this:
Example Code: | Open
Code: Select all
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{a}, {T}: Add {W}, {U}, or {B} to your mana pool.]]></LOCALISED_TEXT>
      <COST type="Mana" mana_cost="{B/G}" />
      <COST type="TapSelf" />
      <MODE_SELECT tag="MODE_CHOOSE_ONE">
         <MODE tag="RSN_MODE_PRODUCE_BB" index="1" />
         <MODE tag="NEW_TEXT_ENTRY_FOR_BG" index="2" />
         <MODE tag="RSN_MODE_PRODUCE_GG" index="3" />
      </MODE_SELECT>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="1">
         RSN_Produce( "{B}", 2 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="2">
         RSN_Produce( "{B}{G}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="3">
         RSN_Produce( "{G}", 2 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
Just remember there are other parts to manual mana abilities than just the ACTIVATED_ABILITY. You also have a STATIC_ABILITY to mark what colours can be produced and a TRIGGERED_ABILITY to clear mana produced status on the card. The STATIC_ABILITY can also include a block for a fallback MANA_ABILITY to be used if ACTIVATED_ABILITYs get shut down. You also need to add TOKEN_REGISTRATIONs for each of the tokens that can be produced (in the case of Twilight Mire it can produce {B} RSN_TOKEN_MANA_B, {G} RSN_TOKEN_MANA_G, and {1} RSN_TOKEN_MANA_C).
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Re: Formal Request Thread

Postby Haku-66 » 15 Jun 2014, 17:03

Hello friends.
I was wondering... Is it possible to code Goryo's Vengeance ?

Thanks. (=
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Re: Formal Request Thread

Postby RiiakShiNal » 15 Jun 2014, 22:58

Haku-66 wrote:I was wondering... Is it possible to code Goryo's Vengeance ?
I don't think it's possible to properly code the Splice onto Arcane ability, but the first ability is easily possible.
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Re: Formal Request Thread

Postby thefiremind » 15 Jun 2014, 23:20

RiiakShiNal wrote:I don't think it's possible to properly code the Splice onto Arcane ability
The only chance would be to consider all the possible splices on all Arcane cards, which would be crazy, and even with that, I'm not sure if we can get the proper timing for the ability (I'm not going to fetch information about the timing because, as I said, it would be crazy :wink:).

EDIT: Scratch that: the splice cost is considered an additional cost, so in order to make splice even possible to attempt, we'd need support for choosing among multiple additional costs (which isn't available).
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Re: Formal Request Thread

Postby drleg3nd » 17 Jun 2014, 00:29

hey guys i didn't want to make a new thread because nothing is official yet but i have a couple of questions you guys can possibly answer.
1.it was revealed that Illusionist's Bracers will be in the new dotp, so since we can manipulate activated abilities what kind of cards you guys think we can make ?
2.was I the only one who noticed no exile zone ?
3.With new format, what possible ways we can include mods ? insert modded cards into card pool or still make custom decks ?
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Re: Formal Request Thread

Postby RiiakShiNal » 17 Jun 2014, 03:02

drleg3nd wrote:hey guys i didn't want to make a new thread because nothing is official yet but i have a couple of questions you guys can possibly answer.
1.it was revealed that Illusionist's Bracers will be in the new dotp, so since we can manipulate activated abilities what kind of cards you guys think we can make ?
This will depend greatly on how we can manipulate abilities. It's also possible that they implemented this as a hack rather than properly so it could be more limited than we hope. Until the game comes out and we have a chance to analyze it we won't really know what we can do with it.

drleg3nd wrote:2.was I the only one who noticed no exile zone ?
If they removed the exile zone (which I doubt) then we may not be able to even make all the cards we made for DotP 2014. I doubt they actually removed the exile zone because of the sheer number of cards (old and new) that require it.

drleg3nd wrote:3.With new format, what possible ways we can include mods ? insert modded cards into card pool or still make custom decks ?
We currently have no clue as we don't know how they have implemented the new deck building format. It may even be possible that we won't be able to do much in the way of mods. So until we get our hands on the files we just really don't know.
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Re: Formal Request Thread

Postby thefiremind » 17 Jun 2014, 08:13

drleg3nd wrote:1.it was revealed that Illusionist's Bracers will be in the new dotp, so since we can manipulate activated abilities what kind of cards you guys think we can make ?
See, the fact is that Illusionist's Bracers don't need to target the ability, so players won't need to select any ability (not even the card which the ability belongs to), which is different from what you would need for cards like Stifle, for example.

drleg3nd wrote:2.was I the only one who noticed no exile zone ?
If it's like DotP2014, the exile zone is hidden until a card actually makes use of it, so I wouldn't worry about it, unless you actually saw in some video that no exile zone appeared after a card was exiled.

drleg3nd wrote:3.With new format, what possible ways we can include mods ? insert modded cards into card pool or still make custom decks ?
My "dream" was to just expand the card pool in DotP2014 as well (the sealed play pool, of course), but we all know what kinds of limitations it proved to have, so the idea had to be quickly thrown away. We'll see what happens.
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Re: Formal Request Thread

Postby Parabolic » 18 Jun 2014, 01:34

I can't get this Spike Feeder to show up in the deck builder. Anyone care to tell me what I'm doing wrong?

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SPIKE_FEEDER_111247521" />
  <CARDNAME text="SPIKE_FEEDER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Épix nourricier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Perforador alimentador]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stachelnährer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pungiglione Nutrice]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スパイクの飼育係]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="111247521" />
  <ARTID value="111247521" />
  <ARTIST name="Heather Hudson" />
  <CASTING_COST cost="{1}{G}{G}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Spike" />
  <EXPANSION value="CMD" />
  <RARITY metaname="U" />
  <POWER value="0" />
  <TOUGHNESS value="0" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spike Feeder enters the battlefield with two +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L’Épix laboureur arrive sur le champ de bataille avec trois marqueurs +1/+1 sur lui.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Perforador cultivador entra al campo de batalla con tres contadores +1/+1 sobre él.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Stachelpflüger kommt mit drei +1/+1-Marken ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Pungiglione Coltivatore entra nel campo di battaglia con tre segnalini +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スパイクの耕し手は、3個の+1/+1カウンターが置かれた状態で場に出る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Spike Tiller enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Колючий Культиватор входит в игру с тремя +1/+1 жетонами на нем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lavrador de Espículo entra no campo de batalha com três marcadores +1/+1 sobre ele.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 2 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, retirez un marqueur +1/+1 de l’Épix laboureur : Mettez un marqueur +1/+1 sur la créature ciblée.  ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, remover un contador +1/+1 del Perforador cultivador: Pon un contador +1/+1 sobre la criatura objetivo. ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, entferne eine +1/+1-Marke vom Stachelpflüger: Lege eine +1/+1-Marke auf eine Kreatur deiner Wahl.  ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, Rimuovi un segnalino +1/+1 dal Pungiglione Coltivatore: Metti un segnalino +1/+1 su una creatura bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, スパイクの耕し手から+1/+1カウンターを1個取り除く:クリーチャー1体を対象とし、それの上に+1/+1カウンターを1個置く。  ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, Уберите один +1/+1 жетон с Колючего Культиватора: Положите один +1/+1 жетон на целевое существо. ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, Remova um marcador +1/+1 de Lavrador de Espículo: Coloque um marcador +1/+1 sobre criatura alvo.  ]]></LOCALISED_TEXT>
    <COST mana_cost="{2}" type="Mana" />
    <COST type="RemoveCountersSelf" item_count="1" amount="1" counter_type="+1/+1" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS1_PLUS1_COUNTER" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AI_AVAILABILITY type="in_response" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Remove a +1/+1 counter from Spike Feeder: You gain 2 life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, retirez un marqueur +1/+1 de l’Épix laboureur : Le terrain ciblé devient une créature 2/2 qui est toujours un terrain. Mettez un marqueur +1/+1 sur lui.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, remover un contador +1/+1 del Perforador cultivador: La tierra objetivo es una criatura 2/2 que sigue siendo una tierra. Pon un contador +1/+1 sobre ella.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, entferne eine +1/+1-Marke vom Stachelpflüger: Ein Land deiner Wahl wird zu einer 2/2 Kreatur, die weiterhin ein Land ist. Lege eine +1/+1-Marke auf sie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, Rimuovi un segnalino +1/+1 dal Pungiglione Coltivatore: Una terra bersaglio diventa una creatura 2/2 che è ancora una terra. Metti un segnalino +1/+1 su di essa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, スパイクの耕し手から+1/+1カウンターを1個取り除く:土地1つを対象とする。それは2/2のクリーチャーになる。それは土地でもある。 それの上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that’s still a land. Put a +1/+1 counter on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, Удалите один +1/+1 жетон с Колючего Культиватора: Целевая земля становится существом 2/2 и остается землей. Положите один +1/+1 жетон на нее.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, Remova um marcador +1/+1 de Lavrador de Espículo: O terreno alvo torna-se uma criatura 2/2 que ainda é um terreno. Coloque um marcador +1/+1 sobre ele.]]></LOCALISED_TEXT>
    <COST type="RemoveCountersSelf" item_count="1" amount="1" counter_type="+1/+1" />
    <RESOLUTION_TIME_ACTION>
    EffectController():GainLife( 2 )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Gloss over the translations for the non-English languages. I made the card using TFM's Spike Tiller and looking at my own Staff of Domination (which surprisingly works).
It's late and I probably screwed up something simple, but if someone could point it out, I'd be grateful.
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Re: Formal Request Thread

Postby RiiakShiNal » 18 Jun 2014, 02:09

Parabolic wrote:I can't get this Spike Feeder to show up in the deck builder. Anyone care to tell me what I'm doing wrong?

Spike Feeder | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SPIKE_FEEDER_111247521" />
  <CARDNAME text="SPIKE_FEEDER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Épix nourricier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Perforador alimentador]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stachelnährer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pungiglione Nutrice]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スパイクの飼育係]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Spike Feeder]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="111247521" />
  <ARTID value="111247521" />
  <ARTIST name="Heather Hudson" />
  <CASTING_COST cost="{1}{G}{G}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Spike" />
  <EXPANSION value="CMD" />
  <RARITY metaname="U" />
  <POWER value="0" />
  <TOUGHNESS value="0" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spike Feeder enters the battlefield with two +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L’Épix laboureur arrive sur le champ de bataille avec trois marqueurs +1/+1 sur lui.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Perforador cultivador entra al campo de batalla con tres contadores +1/+1 sobre él.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Stachelpflüger kommt mit drei +1/+1-Marken ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il Pungiglione Coltivatore entra nel campo di battaglia con tre segnalini +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スパイクの耕し手は、3個の+1/+1カウンターが置かれた状態で場に出る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Spike Tiller enters the battlefield with three +1/+1 counters on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Колючий Культиватор входит в игру с тремя +1/+1 жетонами на нем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lavrador de Espículo entra no campo de batalha com três marcadores +1/+1 sobre ele.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 2 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}, Remove a +1/+1 counter from Spike Feeder: Put a +1/+1 counter on target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, retirez un marqueur +1/+1 de l’Épix laboureur : Mettez un marqueur +1/+1 sur la créature ciblée.  ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, remover un contador +1/+1 del Perforador cultivador: Pon un contador +1/+1 sobre la criatura objetivo. ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, entferne eine +1/+1-Marke vom Stachelpflüger: Lege eine +1/+1-Marke auf eine Kreatur deiner Wahl.  ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, Rimuovi un segnalino +1/+1 dal Pungiglione Coltivatore: Metti un segnalino +1/+1 su una creatura bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, スパイクの耕し手から+1/+1カウンターを1個取り除く:クリーチャー1体を対象とし、それの上に+1/+1カウンターを1個置く。  ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, Remove a +1/+1 counter from Spike Tiller: Put a +1/+1 counter on target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, Уберите один +1/+1 жетон с Колючего Культиватора: Положите один +1/+1 жетон на целевое существо. ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, Remova um marcador +1/+1 de Lavrador de Espículo: Coloque um marcador +1/+1 sobre criatura alvo.  ]]></LOCALISED_TEXT>
    <COST mana_cost="{2}" type="Mana" />
    <COST type="RemoveCountersSelf" item_count="1" amount="1" counter_type="+1/+1" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_PLUS1_PLUS1_COUNTER" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AI_AVAILABILITY type="in_response" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Remove a +1/+1 counter from Spike Feeder: You gain 2 life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}, retirez un marqueur +1/+1 de l’Épix laboureur : Le terrain ciblé devient une créature 2/2 qui est toujours un terrain. Mettez un marqueur +1/+1 sur lui.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}, remover un contador +1/+1 del Perforador cultivador: La tierra objetivo es una criatura 2/2 que sigue siendo una tierra. Pon un contador +1/+1 sobre ella.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}, entferne eine +1/+1-Marke vom Stachelpflüger: Ein Land deiner Wahl wird zu einer 2/2 Kreatur, die weiterhin ein Land ist. Lege eine +1/+1-Marke auf sie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}, Rimuovi un segnalino +1/+1 dal Pungiglione Coltivatore: Una terra bersaglio diventa una creatura 2/2 che è ancora una terra. Metti un segnalino +1/+1 su di essa.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}, スパイクの耕し手から+1/+1カウンターを1個取り除く:土地1つを対象とする。それは2/2のクリーチャーになる。それは土地でもある。 それの上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}, Remove a +1/+1 counter from Spike Tiller: Target land becomes a 2/2 creature that’s still a land. Put a +1/+1 counter on it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}, Удалите один +1/+1 жетон с Колючего Культиватора: Целевая земля становится существом 2/2 и остается землей. Положите один +1/+1 жетон на нее.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}, Remova um marcador +1/+1 de Lavrador de Espículo: O terreno alvo torna-se uma criatura 2/2 que ainda é um terreno. Coloque um marcador +1/+1 sobre ele.]]></LOCALISED_TEXT>
    <COST type="RemoveCountersSelf" item_count="1" amount="1" counter_type="+1/+1" />
    <RESOLUTION_TIME_ACTION>
    EffectController():GainLife( 2 )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <AI_BASE_SCORE score="450" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Gloss over the translations for the non-English languages. I made the card using TFM's Spike Tiller and looking at my own Staff of Domination (which surprisingly works).
It's late and I probably screwed up something simple, but if someone could point it out, I'd be grateful.
It shows up in the Deck Builder for me. I copied your code into a UTF-8 file named SPIKE_FEEDER_111247521.XML, removed the extra spaces before the declaration (you always get extra spaces when copying from a code block here), saved the file and it loaded.

When you start the Deck Builder do you get an errors.log file? If so that may explain why it isn't showing for you. If not then it may not be showing because it doesn't match the criteria you have set for the filters (You can click the "Clear All Filters" button to show all loaded cards).
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Re: Formal Request Thread

Postby Parabolic » 18 Jun 2014, 20:49

RiiakShiNal wrote:When you start the Deck Builder do you get an errors.log file?
Nope. No error message at all.

RiiakShiNal wrote:If not then it may not be showing because it doesn't match the criteria you have set for the filters (You can click the "Clear All Filters" button to show all loaded cards).
All filters were cleared, and I just double-checked now. Still not showing up.

I have it sorted by WAD, and every other card of mine is showing up except this one. In the past, that's typically meant I typed something wrong in the .XML file.
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Re: Formal Request Thread

Postby RiiakShiNal » 18 Jun 2014, 21:25

Parabolic wrote:Nope. No error message at all.

All filters were cleared, and I just double-checked now. Still not showing up.

I have it sorted by WAD, and every other card of mine is showing up except this one. In the past, that's typically meant I typed something wrong in the .XML file.
If you don't have any errors listed (and all filters cleared) then I can only think of a few possibilities. There are only a few possibilities because if the card didn't show up and there are no errors it means that the Deck Builder didn't even try to load it (if it tried and failed then it would have generated an error log).
  • You have the card in the wrong location (directory) or named wrong (has an extension other than .xml).
  • You are using a packed WAD (rather than a loose WAD directory) for loading the files and you are using an older version of that WAD without the file.
  • You have this card placed in a WAD or WAD directory that does not have a proper name to be loaded (this can be discounted as a possibility if other cards in that WAD show up).

Note that the current version of the Deck Builder does not automatically pop up a window when there are errors on load, it silently generates an errors.log file in the program directory (same place the Deck Builder executable is). The next version will automatically pop up a window with an errors encountered on load (feature has already been implemented).
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Re: Formal Request Thread

Postby Parabolic » 18 Jun 2014, 21:51

RiiakShiNal wrote:[*]You have the card in the wrong location (directory) or named wrong (has an extension other than .xml).
And wouldn't you know it just started working all of the sudden and for now apparent reason. And in unrelated news, I learned I have the same icons for .txt as .xml.

I told you it would be something stupid. Thanks, though.
RiiakShiNal wrote:[*]You are using a packed WAD (rather than a loose WAD directory) for loading the files and you are using an older version of that WAD without the file.
Wait, aren't we supposed to use packed WADs? That's what it's in now and it loaded fine.
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