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Shadows Over Innistrad - CW Development - Done
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Re: Shadows Over Innistrad - CW Development - All Coded
by Xander9009 » 08 May 2016, 23:25
Alright. All of the cards have been coded and added to the CW, which has been updated and uploaded. They basically all need tested, still. Managed to finish up the ~60 cards remaining.
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Re: Shadows Over Innistrad - CW Development - All Coded
by MasterXploder7 » 09 May 2016, 04:20
Fevered Visions draws the card like it should however it does not deal damage to the opponent at all.
Forgotten Creation forces the player to discard instead of asking.
Forgotten Creation forces the player to discard instead of asking.
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Re: Shadows Over Innistrad - CW Development - All Coded
by Finnical » 09 May 2016, 05:48
I have been bug-testing and I have bumped into a WEIRD problem. Every once in a while, after a match has been going normally with no or few bugs, I will encounter a series of global bugs. Clues stop drawing cards, some blocks have to be double blocks even though no one has menace, several triggers stop working such as Evolving Wilds sacs but doesn't fetch a land.
I have seen this more than once, but I saw it in one game where it didn't start until I dropped the land "Fortified Village". It happened to me earlier in another game with the same land. I suspect there are a few cards with this problem, but this is the only one that I am sure about.
Regular bug report: Furtive Homunculous(skulk) was blocked by a 5/3 flying hexproof. This was before the above-mentioned issue.
I have seen this more than once, but I saw it in one game where it didn't start until I dropped the land "Fortified Village". It happened to me earlier in another game with the same land. I suspect there are a few cards with this problem, but this is the only one that I am sure about.
Regular bug report: Furtive Homunculous(skulk) was blocked by a 5/3 flying hexproof. This was before the above-mentioned issue.
Re: Shadows Over Innistrad - CW Development - All Coded
by Finnical » 09 May 2016, 07:45
Ongoing Investigation does not produce a clue token when dealing combat damage to a player, the second half works.
Briarbridge Patrol's first half works great, second half doesn't even trigger.
Tireless Tracker working flawlessly.
Briarbridge Patrol's first half works great, second half doesn't even trigger.
Tireless Tracker working flawlessly.
Re: Shadows Over Innistrad - CW Development - All Coded
by Borborigmos » 09 May 2016, 08:56
Thanks Xander, that's awesome.
I just tested Seasons Past and it works really well but after you draw the cards, it doesn't go to the bottom of the library and stays in the graveyard.
I just tested Seasons Past and it works really well but after you draw the cards, it doesn't go to the bottom of the library and stays in the graveyard.
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Re: Shadows Over Innistrad - CW Development - All Coded
by Finnical » 09 May 2016, 09:04
Bugs I saw:
1. Avacyn's Judgement, when cast for its madness cost, deals 2 damage as you wish, not X damage as you wish.
2. Fevered Visions caused a crash when cast from hand.
3. New planeswalkers have a see-through text box. Nahiri's ultimate causes game to crash.
4. Relentless Dead selected a zombie in the graveyard (another relentless dead) but didn't ask for mana or return it.
5. The Gitrog Monster does force you to sacrifice a land at upkeep, but doesn't allow you draw a card when land hits graveyard, and doesn't allow a second land to be played either.
6. Thalia Liutenant's first half plays great, 2nd half plays backwards. It puts a counter on the entering creature instead of the liutenant.
Many cards are working great folks, great work.
1. Avacyn's Judgement, when cast for its madness cost, deals 2 damage as you wish, not X damage as you wish.
2. Fevered Visions caused a crash when cast from hand.
3. New planeswalkers have a see-through text box. Nahiri's ultimate causes game to crash.
4. Relentless Dead selected a zombie in the graveyard (another relentless dead) but didn't ask for mana or return it.
5. The Gitrog Monster does force you to sacrifice a land at upkeep, but doesn't allow you draw a card when land hits graveyard, and doesn't allow a second land to be played either.
6. Thalia Liutenant's first half plays great, 2nd half plays backwards. It puts a counter on the entering creature instead of the liutenant.
Many cards are working great folks, great work.
Re: Shadows Over Innistrad - CW Development - All Coded
by Xander9009 » 09 May 2016, 17:58
MasterXploder7 wrote:Fevered Visions draws the card like it should however it does not deal damage to the opponent at all.
Forgotten Creation forces the player to discard instead of asking.
Finnical wrote:I have been bug-testing and I have bumped into a WEIRD problem. Every once in a while, after a match has been going normally with no or few bugs, I will encounter a series of global bugs. Clues stop drawing cards, some blocks have to be double blocks even though no one has menace, several triggers stop working such as Evolving Wilds sacs but doesn't fetch a land.
I have seen this more than once, but I saw it in one game where it didn't start until I dropped the land "Fortified Village". It happened to me earlier in another game with the same land. I suspect there are a few cards with this problem, but this is the only one that I am sure about.
Regular bug report: Furtive Homunculous(skulk) was blocked by a 5/3 flying hexproof. This was before the above-mentioned issue.
Finnical wrote:Ongoing Investigation does not produce a clue token when dealing combat damage to a player, the second half works.
Briarbridge Patrol's first half works great, second half doesn't even trigger.
Tireless Tracker working flawlessly.
Borborigmos wrote:Thanks Xander, that's awesome.
I just tested Seasons Past and it works really well but after you draw the cards, it doesn't go to the bottom of the library and stays in the graveyard.
Fixed (and tested):Finnical wrote:Bugs I saw:
1. Avacyn's Judgement, when cast for its madness cost, deals 2 damage as you wish, not X damage as you wish.
2. Fevered Visions caused a crash when cast from hand.
3. New planeswalkers have a see-through text box. Nahiri's ultimate causes game to crash.
4. Relentless Dead selected a zombie in the graveyard (another relentless dead) but didn't ask for mana or return it.
5. The Gitrog Monster does force you to sacrifice a land at upkeep, but doesn't allow you draw a card when land hits graveyard, and doesn't allow a second land to be played either.
6. Thalia Liutenant's first half plays great, 2nd half plays backwards. It puts a counter on the entering creature instead of the liutenant.
Many cards are working great folks, great work.
- Fevered Visions
- Forgotten Creation
- Furtive Homunculus (and all other skulk creatures)
- Ongoing Investigation
- Briarbridge Patrol
- Seasons Past
- Nahiri, the Harbinger
- Relentless Dead
- The Gitrog Monster
- Thalia Liutenant
Not yet fixed:
- Fortified Village
- Avacyn's Judgement (and other X madness costs)
- Clear planeswalkers text boxes
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Re: Shadows Over Innistrad - CW Development - All Coded
by Finnical » 09 May 2016, 21:53
Many flip cards appear to be missing, is this intentional? I was looking forward to playing Uninvited Geist/Unimpeded Trespasser and I don't see it in.Xander9009 wrote:Alright. All of the cards have been coded and added to the CW, which has been updated and uploaded. They basically all need tested, still. Managed to finish up the ~60 cards remaining.
Re: Shadows Over Innistrad - CW Development - All Coded
by Xander9009 » 09 May 2016, 22:05
It's partly intentional, but not really. I initially intentionally didn't put them through the card generator because I wanted to code them all at the same time. However, I forgot they weren't done when I typed that. I noticed it earlier today. I've already tested and fixed most of the remaining white cards, so I'm going to finish those before going back to code the transform cards.Finnical wrote:Many flip cards appear to be missing, is this intentional? I was looking forward to playing Uninvited Geist/Unimpeded Trespasser and I don't see it in.Xander9009 wrote:Alright. All of the cards have been coded and added to the CW, which has been updated and uploaded. They basically all need tested, still. Managed to finish up the ~60 cards remaining.
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Re: Shadows Over Innistrad - CW Development - All Coded
by MasterXploder7 » 10 May 2016, 05:36
[lua] [string "FORGOTTEN_CREATION_CW_409806_TITLE (RESOLUTION_TIME_ACTION)~0x00000c34"]:4: attempt to call local 'EffectController' (a table value)
Forgotten Creation still forces the discard and is not using "may" - maybe my options are messed up..
Forgotten Creation still forces the discard and is not using "may" - maybe my options are messed up..
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Re: Shadows Over Innistrad - CW Development - All Coded
by terrysong » 10 May 2016, 08:34
Has the art been included in the CW art wad?Xander9009 wrote:Alright. All of the cards have been coded and added to the CW, which has been updated and uploaded. They basically all need tested, still. Managed to finish up the ~60 cards remaining.
I synced art folder and it is strange that some of the cards have arts and lots of others don't. I'm not sure if it's my problem or the arts haven't been added into wad yet
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Re: Shadows Over Innistrad - CW Development - All Coded
by Xander9009 » 10 May 2016, 18:41
Missing art: Corrupted Grafstone, Epitaph Golem, Explosive Apparatus, Magnifying Glass, Manic Scribe, Shard of Broken Glassterrysong wrote:Has the art been included in the CW art wad?Xander9009 wrote:Alright. All of the cards have been coded and added to the CW, which has been updated and uploaded. They basically all need tested, still. Managed to finish up the ~60 cards remaining.
I synced art folder and it is strange that some of the cards have arts and lots of others don't. I'm not sure if it's my problem or the arts haven't been added into wad yet
I'm not sure why so many artifacts ended up with missing art when only one non-artifact did. But yeah, all others have art (I just manually checked by scrolling through the list in RSN's Deck Builder).
Shouold be fixed. I'm not sure what caused it, but all instances of "EffectController" were changed to "EffectController()".MasterXploder7 wrote:[lua] [string "FORGOTTEN_CREATION_CW_409806_TITLE (RESOLUTION_TIME_ACTION)~0x00000c34"]:4: attempt to call local 'EffectController' (a table value)
Forgotten Creation still forces the discard and is not using "may" - maybe my options are messed up..
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Re: Shadows Over Innistrad - CW Development - All Coded
by terrysong » 10 May 2016, 22:19
missing arts
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Re: Shadows Over Innistrad - CW Development - All Coded
by Finnical » 10 May 2016, 23:31
Favor of the Gods is SOOOO useful for bug testing, love whoever had that idea. Here comes a long list. This is from your last build as of 6:21 PM on the 10th, Xander, but I think these are all as yet unmentioned bugs. There are many delirium bugs, but many of the delirium cards are working.
1. Fork in the Road puts a land in your graveyard but not one into your hand.
2. Vessel of Malignity targets your opponent but has no effect.
3. Soul Swallower's delirium does not activate or give counters.
4. Tooth Collector's delirium does not activate.
5. Prized Amalgam returns from the graveyard, but comes in untapped.
6. Devil's Playground casts properly but has no effect.
7. Wolf of Devil's Breach selects a target for damage, but doesn't allow player to choose or discard a card from their hand, and then the ability deals no damage.
8. Drogskol Cavalry produces spirits, but does not gain the player life when any spirit enters.
9. Angel of Deliverance's delirium does not activate.
10. Siburland Snapper can attack w/o the player casting a non-creature spell.
11. Inexorable Blob's delirium does not activate.
12. Hound of the Farbogs says menace on the card w/ or w/o delirium, but can be single blocked in either case.
13. Asylum Visitor's ability does not trigger.
14. Sigarda does not grant hexproof to anyone.
15. Harness the Storm casts as normal but does nothing.
16. Forgotten Creation forces you discard your entire hand (should be you may), then doesn't draw you any cards.
17. To the Slaughter only forces player to sacrifice planeswalkers, doesn't allow creature choice.
18. Altered Ego gets counters for X, but doesn't copy a creature first. Just X/X creature.
19. Flameblade Angel triggers but deals no damage with its ability.
20. Sin Prodder triggers but does nothing, it was also single blocked despite menace.
21. Not sure if Jace's ult actually produced an emblem, didn't have time to check.
Phew! Loving the set Xander, thanks again. Was really neat to see weird cards like Triskadekaphobia and Creeping Dread functioning correctly.
1. Fork in the Road puts a land in your graveyard but not one into your hand.
2. Vessel of Malignity targets your opponent but has no effect.
3. Soul Swallower's delirium does not activate or give counters.
4. Tooth Collector's delirium does not activate.
5. Prized Amalgam returns from the graveyard, but comes in untapped.
6. Devil's Playground casts properly but has no effect.
7. Wolf of Devil's Breach selects a target for damage, but doesn't allow player to choose or discard a card from their hand, and then the ability deals no damage.
8. Drogskol Cavalry produces spirits, but does not gain the player life when any spirit enters.
9. Angel of Deliverance's delirium does not activate.
10. Siburland Snapper can attack w/o the player casting a non-creature spell.
11. Inexorable Blob's delirium does not activate.
12. Hound of the Farbogs says menace on the card w/ or w/o delirium, but can be single blocked in either case.
13. Asylum Visitor's ability does not trigger.
14. Sigarda does not grant hexproof to anyone.
15. Harness the Storm casts as normal but does nothing.
16. Forgotten Creation forces you discard your entire hand (should be you may), then doesn't draw you any cards.
17. To the Slaughter only forces player to sacrifice planeswalkers, doesn't allow creature choice.
18. Altered Ego gets counters for X, but doesn't copy a creature first. Just X/X creature.
19. Flameblade Angel triggers but deals no damage with its ability.
20. Sin Prodder triggers but does nothing, it was also single blocked despite menace.
21. Not sure if Jace's ult actually produced an emblem, didn't have time to check.
Phew! Loving the set Xander, thanks again. Was really neat to see weird cards like Triskadekaphobia and Creeping Dread functioning correctly.
Re: Shadows Over Innistrad - CW Development - All Coded
by Xander9009 » 10 May 2016, 23:54
Extremely helpful. Thank you.Finnical wrote:Favor of the Gods is SOOOO useful for bug testing, love whoever had that idea. Here comes a long list. This is from your last build as of 6:21 PM on the 10th, Xander, but I think these are all as yet unmentioned bugs. There are many delirium bugs, but many of the delirium cards are working.
1. Fork in the Road puts a land in your graveyard but not one into your hand.
2. Vessel of Malignity targets your opponent but has no effect.
3. Soul Swallower's delirium does not activate or give counters.
4. Tooth Collector's delirium does not activate.
5. Prized Amalgam returns from the graveyard, but comes in untapped.
6. Devil's Playground casts properly but has no effect.
7. Wolf of Devil's Breach selects a target for damage, but doesn't allow player to choose or discard a card from their hand, and then the ability deals no damage.
8. Drogskol Cavalry produces spirits, but does not gain the player life when any spirit enters.
9. Angel of Deliverance's delirium does not activate.
10. Siburland Snapper can attack w/o the player casting a non-creature spell.
11. Inexorable Blob's delirium does not activate.
12. Hound of the Farbogs says menace on the card w/ or w/o delirium, but can be single blocked in either case.
13. Asylum Visitor's ability does not trigger.
14. Sigarda does not grant hexproof to anyone.
15. Harness the Storm casts as normal but does nothing.
16. Forgotten Creation forces you discard your entire hand (should be you may), then doesn't draw you any cards.
17. To the Slaughter only forces player to sacrifice planeswalkers, doesn't allow creature choice.
18. Altered Ego gets counters for X, but doesn't copy a creature first. Just X/X creature.
19. Flameblade Angel triggers but deals no damage with its ability.
20. Sin Prodder triggers but does nothing, it was also single blocked despite menace.
21. Not sure if Jace's ult actually produced an emblem, didn't have time to check.
Phew! Loving the set Xander, thanks again. Was really neat to see weird cards like Triskadekaphobia and Creeping Dread functioning correctly.
Favor of the Gods is my test card I made a long time ago. Some of its functions don't work, but the vast majority do, and it really, really does make testing a lot easier.
I'll get the others tackled soon-ish. I'm currently coding the transform cards.
Thank you. I'll get these added today or tomorrow.terrysong wrote:missing arts
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