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Re: Community Wad

Postby nivmizzet1 » 15 Nov 2015, 09:51

Xander9009 wrote:I've got this working. But I didn't do much with it. The code you posted followed my original idea, so I just pasted it into Safehold Elite and tried it out. It worked fine. I did type some of it myself, so it's possible there's a small difference I'm not noticing.

Safehold Elite - tested and working | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="SAFEHOLD_ELITE_CW_146077" />
   <CARDNAME text="SAFEHOLD_ELITE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Safehold Elite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Élite de la ferté]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Élite del refugio seguro]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Trutzburg-Elite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Elite del Fortincanto]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[安寧砦の精鋭]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Safehold Elite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Элита Убежища]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Elite do Refúgio]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="146077" />
   <ARTID value="CW146077" />
   <ARTIST name="Richard Whitters" />
   <CASTING_COST cost="{1}{G/W}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Elf" />
   <SUB_TYPE metaname="Scout" />
   <EXPANSION value="SHM" />
   <RARITY metaname="C" />
   <POWER value="2" />
   <TOUGHNESS value="2" />
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Persist]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Persistance]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Persistir.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beharrlichkeit]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Persistere]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[頑強]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집요]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Упорство]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Persistir]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
      <INTERVENING_IF ignore_resolution_check="1">
         return TriggerObject():CountCounters(MTG():MinusOneMinusOneCounters()) == 0
      </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            EffectDC():Protect_CardPtr(COMPARTMENT_ID_PARAM_TRIGGER_OBJECT)
            TriggerObject():PutOntoBattlefield(TriggerObject():GetOwner())
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():AddCounters(MTG():MinusOneMinusOneCounters(), 1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_ObjectDC():Int_Inc(0)
      </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
         return RSN_ObjectDC():Get_Int(0) &gt;= 3
      </AUTO_SKIP>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protect ObjectDC
      <TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         RSN_ProtectObjectDC()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY>
      <TRIGGER value="END_OF_STEP">
         return MTG():GetStep() == STEP_END_OF_TURN
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_ObjectDC():Set_Int(0, 0)
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_TITLE_PERSIST" body="MORE_INFO_BODY_PERSIST" zone="ZONE_ANY" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AUTHOR><![CDATA[migookman]]></AUTHOR>
   <EDITORS><![CDATA[migookman, Xander9009]]></EDITORS>
   <DATE><![CDATA[24-10-15, 13-11-15]]></DATE>
</CARD_V2>
I added this code to 3 other cards: Grazing Kelpie, Puppeteer Clique, and Scuzzback Marauders. They all needed updated because they had bad persist code that made them not work with Melira.
I copied your persist code from Safehold Elite (from start to end of triggered ability) and pasted it over the code I had for Kitchen Finks, but it's not auto-skipping after 3 triggers. I also updated the CW and tested Grazing Kelpie, and that's not auto-skipping either.

And now I don't know what's going on; I thought I had the auto-skip for counters (e.g. Carrion Feeder) working, but it doesn't seem to be working now.
Code: Select all
      <AUTO_SKIP>
         return EffectSourceLKI():CountCounters(MTG():GetCountersType(MTG():PlusOnePlusOneCounters())) &gt;= 5
      </AUTO_SKIP>
And neither does the auto-skip for card draw (e.g. River Kelpie)
Code: Select all
      <AUTO_SKIP>
         return EffectController():Hand_Count() &gt;= 7
      </AUTO_SKIP>
But I definitely have the auto-skip (I think it's "auto resolution") option enabled, it's checked and other things with auto_skip abilities are auto-skipping (e.g. Kitchen Finks life gain).
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Kobold Taskmaster bug

Postby SteamboatG » 15 Nov 2015, 14:49

Hi all, first post. Thank you to everyone who contributed to this community Wad. Being a type 1 player it's a pure joy to play with all the cards in Dotp 2014. The least I could do is create an account and express my gratitude as well as reporting a bug regarding the 'Kobold Taskmaster' card. In game Kobold Taskmaster gives +1/+0 to all creatures on the field (including enemy creatures and taskmaster as well). It should be my other Kobold creatures only. Thank you.

EDIT: Same problem with Kobold Drill Sergeant, it targets all creatures. I suspect Kobold Overlord has the same prob as well.
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Re: Community Wad

Postby Xander9009 » 15 Nov 2015, 18:19

zhupiter wrote:
Xander9009 wrote:It's been rewritten almost from scratch. It's now about 5 times more complicated, but it works. Apparently, you can't call GetEffectX() in a target tag since the cost is paid after the targets. So, they've been combined into a single all-encompassing generic cost. It seems to do the trick. Please let me know if it still has issues after the next update.

It has mythic rarity already, so I suspect zhupiter fixed that when he modified it a few days ago.
For Geth ,I think I have fixed it because I tested it after I modifying it.The bug happened to Chakan may due to the version isn't the version that after I modified.Anyway,It's always OK if it can work.And I seem to know where Conflagrate goes wrong.I called GetEffectX() in its target tag so it always can't work when flashback regardless of whether kind of function I use. :shock:
I tested Geth before changing it and it didn't seem to work for me. The issue was that you chose the creature when the spell resolved rather than when it was played. I tried changing it to a play-time-action, but the spell was still playable for values of x for which you couldn't choose a creature or artifact. So, my changes were to make that work as it should.
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Re: Community Wad

Postby Xander9009 » 15 Nov 2015, 18:28

nivmizzet1 wrote:
Xander9009 wrote:I've got this working. But I didn't do much with it. The code you posted followed my original idea, so I just pasted it into Safehold Elite and tried it out. It worked fine. I did type some of it myself, so it's possible there's a small difference I'm not noticing.

Safehold Elite - tested and working | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="SAFEHOLD_ELITE_CW_146077" />
   <CARDNAME text="SAFEHOLD_ELITE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Safehold Elite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Élite de la ferté]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Élite del refugio seguro]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Trutzburg-Elite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Elite del Fortincanto]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[安寧砦の精鋭]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Safehold Elite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Элита Убежища]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Elite do Refúgio]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="146077" />
   <ARTID value="CW146077" />
   <ARTIST name="Richard Whitters" />
   <CASTING_COST cost="{1}{G/W}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Elf" />
   <SUB_TYPE metaname="Scout" />
   <EXPANSION value="SHM" />
   <RARITY metaname="C" />
   <POWER value="2" />
   <TOUGHNESS value="2" />
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Persist]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Persistance]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Persistir.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beharrlichkeit]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Persistere]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[頑強]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[집요]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Упорство]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Persistir]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
      <INTERVENING_IF ignore_resolution_check="1">
         return TriggerObject():CountCounters(MTG():MinusOneMinusOneCounters()) == 0
      </INTERVENING_IF>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            EffectDC():Protect_CardPtr(COMPARTMENT_ID_PARAM_TRIGGER_OBJECT)
            TriggerObject():PutOntoBattlefield(TriggerObject():GetOwner())
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            TriggerObject():AddCounters(MTG():MinusOneMinusOneCounters(), 1)
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_ObjectDC():Int_Inc(0)
      </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
         return RSN_ObjectDC():Get_Int(0) &gt;= 3
      </AUTO_SKIP>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY"> -- Permanently protect ObjectDC
      <TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
         RSN_ProtectObjectDC()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY>
      <TRIGGER value="END_OF_STEP">
         return MTG():GetStep() == STEP_END_OF_TURN
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_ObjectDC():Set_Int(0, 0)
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_TITLE_PERSIST" body="MORE_INFO_BODY_PERSIST" zone="ZONE_ANY" />
   <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
   <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AUTHOR><![CDATA[migookman]]></AUTHOR>
   <EDITORS><![CDATA[migookman, Xander9009]]></EDITORS>
   <DATE><![CDATA[24-10-15, 13-11-15]]></DATE>
</CARD_V2>
I added this code to 3 other cards: Grazing Kelpie, Puppeteer Clique, and Scuzzback Marauders. They all needed updated because they had bad persist code that made them not work with Melira.
I copied your persist code from Safehold Elite (from start to end of triggered ability) and pasted it over the code I had for Kitchen Finks, but it's not auto-skipping after 3 triggers. I also updated the CW and tested Grazing Kelpie, and that's not auto-skipping either.

And now I don't know what's going on; I thought I had the auto-skip for counters (e.g. Carrion Feeder) working, but it doesn't seem to be working now.
Code: Select all
      <AUTO_SKIP>
         return EffectSourceLKI():CountCounters(MTG():GetCountersType(MTG():PlusOnePlusOneCounters())) &gt;= 5
      </AUTO_SKIP>
And neither does the auto-skip for card draw (e.g. River Kelpie)
Code: Select all
      <AUTO_SKIP>
         return EffectController():Hand_Count() &gt;= 7
      </AUTO_SKIP>
But I definitely have the auto-skip (I think it's "auto resolution") option enabled, it's checked and other things with auto_skip abilities are auto-skipping (e.g. Kitchen Finks life gain).
I'm not sure why it wouldn't be working for you. It worked fine for me; I just tested again. It's not using any special functions or anything, so the version of the CW you're using shouldn't matter as long as it has the right code. My suggestion would be to remove any custom copies of Safehold Elite and then open the deck builder and make sure its code has the auto skip code and test it again. I'm honestly at a loss. If the auto resolution option is checked, then it should be working... Not sure why it's not. Sorry.
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Re: Kobold Taskmaster bug

Postby Xander9009 » 15 Nov 2015, 18:33

SteamboatG wrote:Hi all, first post. Thank you to everyone who contributed to this community Wad. Being a type 1 player it's a pure joy to play with all the cards in Dotp 2014. The least I could do is create an account and express my gratitude as well as reporting a bug regarding the 'Kobold Taskmaster' card. In game Kobold Taskmaster gives +1/+0 to all creatures on the field (including enemy creatures and taskmaster as well). It should be my other Kobold creatures only. Thank you.

EDIT: Same problem with Kobold Drill Sergeant, it targets all creatures. I suspect Kobold Overlord has the same prob as well.
You were right that Kobold Overlord had the same problem. They're all three fixed, now.
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Re: Community Wad

Postby nivmizzet1 » 18 Nov 2015, 15:01

Card (TOKEN_ELEMENTAL_C_3_1_R_HT_CW_1) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: TOKEN_ELEMENTAL_C_3_1_R_H_CW_1
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Re: Community Wad

Postby Xander9009 » 18 Nov 2015, 16:59

nivmizzet1 wrote:Card (TOKEN_ELEMENTAL_C_3_1_R_HT_CW_1) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: TOKEN_ELEMENTAL_C_3_1_R_H_CW_1
Google Drive crashed, but I fixed this last night. When the new update uploads, it should be fixed.
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Re: Community Wad

Postby nivmizzet1 » 18 Nov 2015, 17:04

Cavern of Souls isn't working properly. I chose "zombie" as the creature type, but when I activated it to produce 1 blue mana with two free black mana available I wasn't able to play Diregraf Captain. There was nothing on the battlefield that would change costs.
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Re: Community Wad

Postby xanthics » 19 Nov 2015, 01:05

In an effort to make the npc handle dual lands, is it possible to recode lands with multiple seperate tap abilites that each produce a color? Does that break anything?

[edit] Looking at existing code(godless shrine and momadic elf), am I correct in assuming that you can only have 1 "mana ability" and the computer looks for that to produce mana? And that it can't use an ability to choose a mana type that will produce? Can they be coded something like charms?

[edit2] Or a hidden ability for the computer that produces 2 mana tokens(lets call them token_a and token_b) with token_a being "sacrifice 1 token_a and 1 token_b: produce mana A" and token_b being the same but producing mana B.
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Re: Community Wad

Postby RiiakShiNal » 19 Nov 2015, 12:02

xanthics wrote:In an effort to make the npc handle dual lands, is it possible to recode lands with multiple seperate tap abilites that each produce a color? Does that break anything?
Multiple auto-tap abilities will allow multiple mana to be generated for free (for both the player and the AI). Manual Mana solves this problem, but the AI doesn't really understand how to use it. Using an ability that can swap out which auto-tap ability is currently on a card can also work, though you are still stuck with auto-tap limitations.

xanthics wrote:[edit] Looking at existing code(godless shrine and momadic elf), am I correct in assuming that you can only have 1 "mana ability" and the computer looks for that to produce mana? And that it can't use an ability to choose a mana type that will produce? Can they be coded something like charms?
As stated before multiple MANA_ABILITYs will cause problems with being able to generate free mana when players shouldn't be able to. The AI doesn't really understand abilities that change the color of mana available on the card so on dual/multi-coloured lands the AI doesn't know how to use them regardless of whether they are designed for auto-tap or using Manual Mana.

xanthics wrote:[edit2] Or a hidden ability for the computer that produces 2 mana tokens(lets call them token_a and token_b) with token_a being "sacrifice 1 token_a and 1 token_b: produce mana A" and token_b being the same but producing mana B.
You can't add conditions to auto-tap mana abilities (the only condition the engine recognizes is {T} and it will automatically do that whether it is coded on the MANA_ABILITY or not). This is another reason why I wrote Manual Mana since auto-tap abilities are woefully limited by the engine (such as you can't have other costs, no extra effects like causing a player to take damage, no way to make a spell uncounterable, etc...). Some cards simply can't be coded at all unless Manual Mana is used.
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Re: Community Wad

Postby nivmizzet1 » 19 Nov 2015, 19:36

[lua] [string "THRULL_PARASITE_CW_366437_TITLE (TARGET_DEFINITION)~0x00000485"]:10: attempt to index global 'permanent' (a nil value)
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Re: Community Wad

Postby MasterXploder7 » 20 Nov 2015, 06:58

Does Hushwing Gryff work? i recall a card a artifact from new phyrexia that had a similar ability that was impossible...

also! i found this
Low: Card (TOKEN_ELEMENTAL_C_3_1_R_HT_CW_1) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: TOKEN_ELEMENTAL_C_3_1_R_H_CW_1
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Re: Community Wad

Postby zhupiter » 20 Nov 2015, 07:29

Does Enduring Renewal available in CW? I code it by replacing the static effect 'Play with your hand revealed.' to trigger effect 'reveal your hand at the beginning of your upkeep, end step and when you draw, discard ,play cards'.I think it's very close to the card's origin propose.If there is any oversight or better way,please tell me.

Also,can we use auto upload to upload art files? I try to find the old post about this but failed,like it doesn't exist anymore.
Last edited by zhupiter on 20 Nov 2015, 09:17, edited 2 times in total.
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Re: Community Wad

Postby nivmizzet1 » 20 Nov 2015, 08:34

MasterXploder7 wrote:also! i found this
Low: Card (TOKEN_ELEMENTAL_C_3_1_R_HT_CW_1) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: TOKEN_ELEMENTAL_C_3_1_R_H_CW_1
this has already been addressed. Check 3 or so posts above.
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Re: Community Wad

Postby nivmizzet1 » 20 Nov 2015, 11:13

Just reaffirming that Cavern of Souls is really busted. I don't know what's wrong with it, but it seems to have a mind of it's own. Sometimes it'll work when producing black and I'll be able to play Gravecrawler, and other times it won't (both from the graveyard and hand).
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