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2014




Oath of the Gatewatch - Now Testing
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Oath of the Gatewatch - Now Testing
by Xander9009 » 27 Dec 2015, 04:52
A list of known Oath of the Gatewatch cards.
A question about wastes. My understanding of how they work is this: A waste produces {C}. A card with {C} as part of a cost can only be paid with colorless mana. As far as the rules go, I'm not 100% certain if this can be done. If the cost of a card was ONLY {C} (or at least only involved {C}), then probably, but a combination of {C} and
would probably cause problems. I'll see if I can figure out a way to do it, but I'm not exactly... hopeful...
However, the question: if it can be done, there's a dilemma. The way the game determines payment for a card being cast and its CMC and stuff is related directly to the card's mana cost. This mana cost must contain symbols it can read, whether or not they display correctly (as evidenced by Beseech the Queen). The other part of the source of the dilemma is that we can't introduce new symbols to the game, we can only replace old ones with new ones. {Q} is a valid symbol which can be used in card text which produces the chaos symbol from planechase. It's not used anywhere and can be replaced readily and easily. However, this symbol cannot be used in mana costs. We could also replace
with the new symbol. So, the two sides of the dilemma are: do we want Kozilek, the Great Distortion to display correctly or do we want Sol Ring to display correctly? We can either have the mana cost in the top showing {C} for everything or for nothing. If nothing, then we can still use {Q} in the abilities, but the main mana cost will not display correctly. Instead, it would be displayed like this for Kozilek:
. Thoughts?
Second question: if we can't get them working properly, would you prefer the waste mana cost being changed to
(so it can be paid with anything) or
(so it can still be paid with anything, but it's more expensive to offset the fact that's easier to cast)?
EDIT: There is only one way to make it work without changing the
symbol on ALL cards, so that's how I'll do it.
fallenangle has already done Nissa and Chandra.
EDIT:
Now that the cards are on Gatherer, they can be properly coded. All of them have had their framework done using the universal generator with my updated plugin. This has been attached. Please note that the frameworks might not yet work for the new mechanics as they still haven't been tested. Once tested (tomorrow), I'll upload a new framework group if needed with the corrected mechanics. I'll also sort out tomorrow any cards that were fully coded and don't need any more work done on them.
If you decide to help out, note the cards you intend to check and complete if it's a larger listing, or just note the ones you've done if it's not too many.
I am not working on the art now or in the foreseeable near future. That will be left up to others. If you need help with it, I'll be more than happy to provide any help I can.
EDIT: All cards except for Kozilek, the Great Distortion are done and are ready to be tested. If you test them, please let me know how they work. Note that the low quality art has been added to the art update, so if you get the update, you'll have images, and otherwise, they'll all be blank. The art wasn't handled by me at all (except to write a 10 line program to rename them by removing spaces and special characters). The art was done by p3hndrx.
Also, there are 4 errors that the Deck Builder displays. They can be safely ignored, as I've already dealt with them, but it was after the repack.
- Main Cards | Open
- General Tazri
Linvala, the Preserver
Oath of Gideon
Eldrazi Displacer
Call the Gatewatch
Stone Haven Outfitter
Munda's Vanguard
Relief Captain
Immolating Glare
Allied Reinforcements
Iona's Blessing
Make a Stand
Steppe Glider
Stoneforge Acolyte
Wall of Resurgence
Shoulder to Shoulder
Affa Protector
Dazzling Reflection
Expedition Raptor
Isolation Zone
Kor Scythemaster
Kor Sky Climber
Makindi Aeronaut
Mighty Leap
Ondu War Cleric
Searing Light
Spawnbinder Mage
Sphinx of the Final Word
Crush of Tentacles
Oath of Jace
Hedron Alignment
Overwhelming Denial
Deepfathom Skulker
Dimensional Infiltrator
Void Shatter
Gift of Tusks
Prophet of Distortion
Thought Harvester
Cyclone Sire
Grip of the Roil
Roiling Waters
Unity of Purpose
Jwar Isle Avenger
Comparative Analysis
Abstruse Interference
Blinding Drone
Cultivator Drone
Gravity Negator
Slip Through Space
Ancient Crab
Containment Membrane
Negate
Sweep Away
Umara Entangler
Kalitas, Traitor of Ghet
Inverter of Truth
Drana's Chosen
Bearer of Silence
Remorseless Punishment
Sifter of Skulls
Dread Defiler
Flaying Tendrils
Reaver Drone
Essence Depleter
Havoc Sower
Visions of BrutalityGrasp of Darkness
Malakir Soothsayer
Null Caller
Kozilek's Shrieker
Kozilek's Translator
Oblivion Strike
Sky Scourer
Slaughter Drone
Unnatural Endurance
Witness the End
Corpse Churn
Tar Snare
Untamed Hunger
Vampire Envoy
Zulaport ChainmageChandra, Flamecaller
Kozilek's Return
Oath of Chandra
Tyrant of Valakut
Fall of the Titans
Goblin Dark-Dwellers
Eldrazi Obligator
Embodiment of Fury
Pyromancer's Assault
Reckless Bushwhacker
Devour in Flames
Kazuul's Toll Collector
Press into Service
Tears of Valakut
Immobilizer Eldrazi
Goblin Freerunner
Boulder Salvo
Expedite
Consuming Sinkhole
Eldrazi Aggressor
Maw of Kozilek
Reality Hemorrhage
Akoum Flameseeker
Brute Strength
Cinder Hellion
Sparkmage's Gambit
Zada's CommandoNissa, Voice of Zendikar
World Breaker
Oath of Nissa
Sylvan Advocate
Gladehart Cavalry
Vile Redeemer
Zendikar Resurgent
Bonds of Mortality
Embodiment of Insight
Seed Guardian
Birthing Hulk
Ruin in Their Wake
Baloth Pup
Harvester Troll
Nissa's Judgment
Scion Summoner
Stalking Drone
Canopy Gorger
Elemental Uprising
Lead by Example
Loam Larva
Natural StateNetcaster Spider
Pulse of Murasa
Saddleback Lagac
Tajuru Pathwarden
Vines of the Recluse
Kozilek, the Great Distortion
Deceiver of Form
Endbringer
Thought-Knot Seer
Reality Smasher
Eldrazi Mimic
Stoneforge Masterwork
Matter Reshaper
Captain's Claws
Walker of the Wastes
Spatial Contortion
Warping Wail
Chitinous Cloak
Strider Harness
Seer's Lantern
Bone Saw
Hedron Crawler
Kozilek's Pathfinder
Warden of Geometries
Ayli, Eternal Pilgrim
Jori En, Ruin Diver
Mina and Denn, Wildborn
Reflector Mage
Mindmelter
Flayer Drone
Relentless Hunter
Joraga Auxiliary
Cliffhaven Vampire
Stormchaser Mage
Weapons Trainer
Void Grafter
Baloth Null
Mirrorpool
Corrupted Crossroads
Sea Gate Wreckage
Ruins of Oran-Rief
Wandering Fumarole
Needle Spires
Hissing Quagmire
Submerged Boneyard
Timber Gorge
Tranquil Expanse
Cinder Barrens
Meandering River
Holdout SettlementUnknown Shores
Crumbling Vestige
Wastes
- Expiditions | Open
- Wasteland
Forbidden Orchard
Kor Haven
Fetid Heath
Strip Mine
Horizon Canopy
Mana Confluence
Wooded Bastion
Twilight Mire
Flooded Grove
Fire-Lit Thicket
Tectonic Edge
Dust Bowl

However, the question: if it can be done, there's a dilemma. The way the game determines payment for a card being cast and its CMC and stuff is related directly to the card's mana cost. This mana cost must contain symbols it can read, whether or not they display correctly (as evidenced by Beseech the Queen). The other part of the source of the dilemma is that we can't introduce new symbols to the game, we can only replace old ones with new ones. {Q} is a valid symbol which can be used in card text which produces the chaos symbol from planechase. It's not used anywhere and can be replaced readily and easily. However, this symbol cannot be used in mana costs. We could also replace




Second question: if we can't get them working properly, would you prefer the waste mana cost being changed to


EDIT: There is only one way to make it work without changing the

fallenangle has already done Nissa and Chandra.
EDIT:
Now that the cards are on Gatherer, they can be properly coded. All of them have had their framework done using the universal generator with my updated plugin. This has been attached. Please note that the frameworks might not yet work for the new mechanics as they still haven't been tested. Once tested (tomorrow), I'll upload a new framework group if needed with the corrected mechanics. I'll also sort out tomorrow any cards that were fully coded and don't need any more work done on them.
If you decide to help out, note the cards you intend to check and complete if it's a larger listing, or just note the ones you've done if it's not too many.
I am not working on the art now or in the foreseeable near future. That will be left up to others. If you need help with it, I'll be more than happy to provide any help I can.
EDIT: All cards except for Kozilek, the Great Distortion are done and are ready to be tested. If you test them, please let me know how they work. Note that the low quality art has been added to the art update, so if you get the update, you'll have images, and otherwise, they'll all be blank. The art wasn't handled by me at all (except to write a 10 line program to rename them by removing spaces and special characters). The art was done by p3hndrx.
Also, there are 4 errors that the Deck Builder displays. They can be safely ignored, as I've already dealt with them, but it was after the repack.
- Attachments
-
Oath of the Gatewatch - Frameworks.zip
- (482.45 KiB) Downloaded 902 times
Last edited by Xander9009 on 12 Feb 2016, 02:56, edited 7 times in total.
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Re: Oath of the Gatewatch
by Chakan » 27 Dec 2015, 06:06
Couldn't we just use a Miracle frame hack to have the symbol show up, and have the game check and tap for a Wastes when a card needs it? Like if a card needed {<>} to cast, just code the card so that it checks if you control a land named "Wastes" and allows you to tap a card that can produce that type of mana. If done this way, it'd be pretty authentic.
The only thing is that if you're running a colorless deck, the lands would likely have to be input as enchantments or something. I don't know. Magic Duels will probably implement the new type of mana in the next update, I'm out of the loop, is modding Duels viable yet? Migrating the CW would be much easier, but in a way, Duels is pretty crippled in terms of functionality as compared to 2014.
The only thing is that if you're running a colorless deck, the lands would likely have to be input as enchantments or something. I don't know. Magic Duels will probably implement the new type of mana in the next update, I'm out of the loop, is modding Duels viable yet? Migrating the CW would be much easier, but in a way, Duels is pretty crippled in terms of functionality as compared to 2014.
Re: Oath of the Gatewatch
by Xander9009 » 27 Dec 2015, 06:18
Unfortunately, the frame and the mana symbols aren't related to one another, so changing the gram frame wouldn't have any effect. If you mean just use the same kind of method as was used for the miracle frames, then that's exactly what changing the chaos symbol to the new {C} symbol would do.
As for tapping wastes for kozilek, the only problem here is that Sol Ring can pay Kozilek, the Great Distortion's mana cost. If you had 5 copies of Sol Ring out somehow, then you can cast Kozilek, the Great Distortion. So, limiting it to wastes wouldn't work the way it's supposed to. {C} doesn't have to paid with a card that specifically shows that it produces {C}, it simply must be colorless.
In a cost:
- One red mana
- One mana of any color or colorless
{C} - One colorless mana
When produced:
- One red mana
- One colorless mana
{C} - One colorless mana
(Also, in case anyone is wondering why I chose {C}, it's because the official rules have been changed. Previously, {C} was used to refer to the chaos symbol. That has been changed to {CHAOS}, and it was suggested by an official rep that the reason for this change was so {C} was available for use for this new symbol in the rules.)
Magic Duels is moddable, at least to an extent. I don't know to what extent, though. I'm kind of out of the loop myself. I did write and run a program to see how many cards are in use by all CW decks at this point, and it was WELL within the range of Magic Duels' card limit, so that seems feasible, but I'm not 100% sure what else is going on there. Unfortunately, I haven't actually modded it myself, and I'm not sure how dangerous it is regarding Steam's anti-cheating technology.
As far as I know, what's necessary for that to continue is first getting the deck builder to work with Magic Duels. I initially suggested I might be able to do that (and I might be able to), but I don't think I'll have the motivation to stick to it, so that'll have to wait for someone else. Once we have a deck builder for it that has the CW in mind, I could get a list of all currently in-use cards and get them set up for use in Magic Duels.
As for tapping wastes for kozilek, the only problem here is that Sol Ring can pay Kozilek, the Great Distortion's mana cost. If you had 5 copies of Sol Ring out somehow, then you can cast Kozilek, the Great Distortion. So, limiting it to wastes wouldn't work the way it's supposed to. {C} doesn't have to paid with a card that specifically shows that it produces {C}, it simply must be colorless.
In a cost:


{C} - One colorless mana
When produced:


{C} - One colorless mana
(Also, in case anyone is wondering why I chose {C}, it's because the official rules have been changed. Previously, {C} was used to refer to the chaos symbol. That has been changed to {CHAOS}, and it was suggested by an official rep that the reason for this change was so {C} was available for use for this new symbol in the rules.)
Magic Duels is moddable, at least to an extent. I don't know to what extent, though. I'm kind of out of the loop myself. I did write and run a program to see how many cards are in use by all CW decks at this point, and it was WELL within the range of Magic Duels' card limit, so that seems feasible, but I'm not 100% sure what else is going on there. Unfortunately, I haven't actually modded it myself, and I'm not sure how dangerous it is regarding Steam's anti-cheating technology.
As far as I know, what's necessary for that to continue is first getting the deck builder to work with Magic Duels. I initially suggested I might be able to do that (and I might be able to), but I don't think I'll have the motivation to stick to it, so that'll have to wait for someone else. Once we have a deck builder for it that has the CW in mind, I could get a list of all currently in-use cards and get them set up for use in Magic Duels.
Last edited by Xander9009 on 05 Jan 2016, 01:44, edited 1 time in total.
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Re: Oath of the Gatewatch
by Xander9009 » 27 Dec 2015, 09:12
Alright guys. I've got it working. I tested with Endbringer.
Endbringer - but I changed its ability for testing so it instead has
, {C}: Ping. They work like the should, suggesting the new colorless mana matters mechanic should work fine, even though it won't look right in the card's mana cost.
Also, I've confirmed that the game will combine
{1} into only displaying
, so replacing
with the new symbol is no longer a reasonable alternative to replace the {Q} symbol instead (because the only reason to replace
instead of {Q} is that it will display properly in the mana cost of the card, but since the game will combine colorless costs in the mana cost, and all cards with {C} will have some other colorless cost as well [most likely], that won't work). In fact, once in game, it doesn't seem to want to use the swapped out chaos symbol at all, meaning that we may not be able to use it at all (it'll work, just won't display properly). It may be a problem with the wad priorities, though. It displays in the deck builder fine, though... I'll look into it when I get another chance. But at least we know the mechanic will work and have a working example.
Here's the card:
Only thought so far: maybe keep a running tally of iTotalColoredManaAvailable and check it compared to the iAmount between each color change so that it will detect immediately after a given color is checked if there's not enough colorless mana available.
Endbringer - but I changed its ability for testing so it instead has

Also, I've confirmed that the game will combine




Here's the card:
- Endbringer - wrong abilities, but the {C} costs work | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="ENDBRINGER_CW" />
<CARDNAME text="ENDBRINGER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Endbringer]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="9009009" />
<ARTID value="ENDBRINGER" />
<ARTIST name="Adam Paquette" />
<CASTING_COST cost="{6}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Eldrazi" />
<EXPANSION value="OGW" />
<RARITY metaname="R" />
<POWER value="5" />
<TOUGHNESS value="5" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mana cost: {5}{Q}]]></LOCALISED_TEXT>
<AVAILABILITY>
return CW_Mana_CanPayColorlessCost(1)
</AVAILABILITY>
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Untap Endbringer during each other player’s untap step.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" pre_trigger="1">
return MTG():GetStep() == STEP_UNTAP and TriggerPlayer() ~= nil and TriggerPlayer():GetTeam() ~= EffectController():GetTeam()
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():Untap()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}, {Q}: Endbringer deals 1 damage to target creature or player.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<COST mana_cost="{1}" type="Mana" />
<COST type="Generic">
<PREREQUISITE>
return CW_Mana_CanPayColorlessCost(1)
</PREREQUISITE>
</COST>
<TARGET tag="CARD_QUERY_CHOOSE_DEAL_1_DAMAGE" definition="0" compartment="0" count="1" />
<TARGET_DEFINITION id="0">
local filter = ClearFilter()
filter:SetFilterType(FILTER_TYPE_CARDS + FILTER_TYPE_PLAYERS)
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
</TARGET_DEFINITION>
<RESOLUTION_TIME_ACTION>
local Creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
local Player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if Creature ~= nil then
EffectSourceLKI():DealDamageTo(1, Creature)
elseif Player ~= nil then
EffectSourceLKI():DealDamageTo(1, Player)
end
</RESOLUTION_TIME_ACTION>
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
<SFX text="TARGET_FLAME_PLAY" />
</ACTIVATED_ABILITY>
<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[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[30-04-15]]></DATE>
</CARD_V2>
- CW_Mana_CanPayColorlessCost | Open
- Code: Select all
CW_Mana_CanPayColorlessCost = function(iAmount, oPlayer)
if (oPlayer == nil) then
oPlayer = EffectController()
end
if (iAmount > 0 and oPlayer ~= nil) then
local iC = 0
while (oPlayer:CanPayManaCost("{"..iC.."}")) do
iC = iC + 1
end
iC = iC - 1
if (iC >= iAmount) then
local iW = 0
local sW = ""
while (oPlayer:CanPayManaCost("{"..sW.."}")) do
iW = iW + 1
sW = sW.."{W}"
end
iW = iW - 1
local iU = 0
local sU = ""
while (oPlayer:CanPayManaCost("{"..sU.."}")) do
iU = iU + 1
sU = sU.."{U}"
end
iU = iU - 1
local iB = 0
local sB = ""
while (oPlayer:CanPayManaCost("{"..sB.."}")) do
iB = iB + 1
sB = sB.."{B}"
end
iB = iB - 1
local iR = 0
local sR = ""
while (oPlayer:CanPayManaCost("{"..sR.."}")) do
iR = iR + 1
sR = sR.."{R}"
end
iR = iR - 1
local iG = 0
local sG = ""
while (oPlayer:CanPayManaCost("{"..sG.."}")) do
iG = iG + 1
sG = sG.."{G}"
end
iG = iG - 1
local result = iC - (iW + iU + iB + iR + iG)
--MTG():MessageAllPlayers("iC: "..iC.." - iW: "..iW.." - iU: "..iU.." - iB: "..iB.." - iR: "..iR.." - iG: "..iG.."\n"..result..":"..iAmount)
return iC - (iW + iU + iB + iR + iG) >= iAmount
end
end
--MTG():MessageAllPlayers("CW_Mana_CanPayColorlessCost: False")
return false
end
Only thought so far: maybe keep a running tally of iTotalColoredManaAvailable and check it compared to the iAmount between each color change so that it will detect immediately after a given color is checked if there's not enough colorless mana available.
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Re: Oath of the Gatewatch
by Xander9009 » 29 Dec 2015, 22:32
New mechanics:
Surge {Cost}: You may cast this card for its surge cost if you or a teammate have cast another spell this turn. Spells with surge will (at least usually?) have additional effects if their surge cost is paid.
Support N: Put a +1/+1 counter on each of up to N (other) target creatures.
Surge {Cost}: You may cast this card for its surge cost if you or a teammate have cast another spell this turn. Spells with surge will (at least usually?) have additional effects if their surge cost is paid.
Support N: Put a +1/+1 counter on each of up to N (other) target creatures.
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Re: Oath of the Gatewatch
by Shoggoththe12 » 30 Dec 2015, 04:27
Um Xander you forgot Cohort --
, Tap an untapped Ally you control: [effect].

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Re: Oath of the Gatewatch
by Xander9009 » 30 Dec 2015, 08:55
I hadn't seen any with cohort yet. Or at least, I hadn't noticed Munda's Vanguard, which does have it and I had seen. Thanks.Shoggoththe12 wrote:Um Xander you forgot Cohort --, Tap an untapped Ally you control: [effect].
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Re: Oath of the Gatewatch
by Xander9009 » 11 Jan 2016, 15:28
WotC released the full card list 3 days ago: http://magic.wizards.com/en/articles/ar ... gatewatch#
They're still currently not on gatherer.wizards.com, though, meaning the card generator still can't make them (they're not on MagicCards.info either).
However, I've added Support, Surge, and Cohort to the generator's plugin. Once they're added to gatherer and I can test them out and make sure they work, I'll release the plugin in the universal generator's thread. According to this page (http://magic.wizards.com/en/articles/ar ... 2015-12-28), that's all of the new mechanics except for colorless mana {C}, which it will currently not handle. I'll see if I can figure out how to handle it in the near future. It's possible it may simply need to convert those to
and then we'll need to manually fix that. It may simply require too many edits to add it in properly.
They're still currently not on gatherer.wizards.com, though, meaning the card generator still can't make them (they're not on MagicCards.info either).
However, I've added Support, Surge, and Cohort to the generator's plugin. Once they're added to gatherer and I can test them out and make sure they work, I'll release the plugin in the universal generator's thread. According to this page (http://magic.wizards.com/en/articles/ar ... 2015-12-28), that's all of the new mechanics except for colorless mana {C}, which it will currently not handle. I'll see if I can figure out how to handle it in the near future. It's possible it may simply need to convert those to

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Re: Oath of the Gatewatch
by Xander9009 » 15 Jan 2016, 04:35
Oath of the Gatewatch is up on Gatherer. I'll get started tomorrow on compiling the complete listing of cards tomorrow before I start coding them. If anyone wants to help out, let me know.
Full card list can be found here: https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Please check the latest (3rd) edit of the first post. I've uploaded the frameworks using the latest plugin I have for the generator. If you change a card and want to, feel free to remove my name from it altogether if you like. I haven't actually done any work on them besides copying the list from the above link into a file and running the generator, so I won't be missing any due credit, really, and I'll have no knowledge of the underlying code, so that won't be a reason to keep my name, either. Your choice.
Full card list can be found here: https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Please check the latest (3rd) edit of the first post. I've uploaded the frameworks using the latest plugin I have for the generator. If you change a card and want to, feel free to remove my name from it altogether if you like. I haven't actually done any work on them besides copying the list from the above link into a file and running the generator, so I won't be missing any due credit, really, and I'll have no knowledge of the underlying code, so that won't be a reason to keep my name, either. Your choice.
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Xander9009 - Programmer
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Re: Oath of the Gatewatch
by Xander9009 » 18 Jan 2016, 15:20
I planned to already be coding these, but unfortunately, I've got a 2 week (1 week if I can manage it) deadline for another project I'm working on. So, while others can use the base I made, I won't be working on it for awhile.
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Xander9009 - Programmer
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Re: Oath of the Gatewatch
by Chakan » 18 Jan 2016, 21:56
I can jump in to do some stuff. I haven't read the whole topic here, but you've managed a way to implement colorless mana, yeah?
Re: Oath of the Gatewatch
by Xander9009 » 18 Jan 2016, 23:19
It'll work (example code is given above somewhere). It just won't look right. (Fourth post)
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Xander9009 - Programmer
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Re: Oath of the Gatewatch
by Chakan » 18 Jan 2016, 23:54
I'll brush up on everything you said here and try to apply it to a card. Maybe you can check it out once I got something going.
Is that function you mentioned already in the latest CW release? I'm not sure about how to put the code in if else.
Is that function you mentioned already in the latest CW release? I'm not sure about how to put the code in if else.
Re: Oath of the Gatewatch
by Xander9009 » 20 Jan 2016, 15:34
Yes, the function is ready to be used.
Also, adding a function file is just like adding any other file. If you're simply unfamiliar with function files in general: to make a lol function file, all you have to do is put the function in a text editor and save it as something with the ".lol" extension. The name doesn't even matter, because the game loads every lol file in the function directory. So, put the file in the function directory and its functions are usable in-game. In the case of the CW, you can drop the lol file in the Auto Upload directory and the tool will move it where it needs to go, overwriting anything it finds (so be careful).
Not needed in this case, but that's all there is to it.
Also, adding a function file is just like adding any other file. If you're simply unfamiliar with function files in general: to make a lol function file, all you have to do is put the function in a text editor and save it as something with the ".lol" extension. The name doesn't even matter, because the game loads every lol file in the function directory. So, put the file in the function directory and its functions are usable in-game. In the case of the CW, you can drop the lol file in the Auto Upload directory and the tool will move it where it needs to go, overwriting anything it finds (so be careful).
Not needed in this case, but that's all there is to it.
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Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Xander9009 - Programmer
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Re: Oath of the Gatewatch
by Chakan » 20 Jan 2016, 16:53
I can give a hand with some of the simple stuff, but I think I'll leave the cards that use colorless mana and more complicated abilities to you or someone else. Part of my decision about this is because it looks like Magic is evolving past the limitations of 2014. New mana, the Devoid function that doesn't show properly, I think our hands are being tied by this dated engine.
It would be nice if we could just port everything over to Duels, or at the very least, be able to mod 2014 to a further extent. A lot of cards from this set are going to be approximated from what I can see.
It would be nice if we could just port everything over to Duels, or at the very least, be able to mod 2014 to a further extent. A lot of cards from this set are going to be approximated from what I can see.
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