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Kaladesh - Development

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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 10:29

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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 10:34

Xander9009 wrote:Note that these functions are defined in CW_Abilities.lol (as their names imply), and they won't work until you get the updated version of that function file. It'll be available in the next wad repack or you can grab it from the loose files directory if you want to test it out and make sure I didn't goof anything up. I haven't tested them, yet.
I use the packed .wad so I'll wait until the next release or your testing is complete. I think I coded all the vehicles anyway, so it will just be a matter of going through them all at some point and putting in the new code.
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 11:16

Xander can you make a Construct token that works with X/X as in "TOKEN_CONSTRUCT_AC_X_X_C_CW_1"? Oviya Pashiri, Sage Lifecrafter calls for it.
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 11:32

Splinterverse wrote:Xander can you make a Construct token that works with X/X as in "TOKEN_CONSTRUCT_AC_X_X_C_CW_1"? Oviya Pashiri, Sage Lifecrafter calls for it.
Nice timing. I literally have the Kaladesh tokens open and am preparing to get them all made up. I'm about to go grab the art from Origins, hoping they've already added the tokens (and of course other art).

EDIT: Also, for the record, I realized why the Vehicle subtype wasn't displaying. In order to make a new subtype, it needs defined in three different places.

  1. Specs file - Each card type with subtypes has a specs file in the SPECS folder.
  2. Lol file - Each subtype needs its constant defined in a function file (in the same order as the specs file).
  3. Text permanent - "CARD_SUBTYPE_..." is the text permanent entry the game uses to translate to the correct language and actually display the subtypes.
I forgot to create the text permanent entry. So it was working, it just wasn't displaying.

While I was updating the vehicle, aetherborn, pilot, and servo subtypes, I also went ahead and added Mole (from a couple of sets ago), and am about to make sure planeswalkers are all defined. (Kaya, Ghost Assassin, Dovin Baan, and Saheeli Rai).

EDIT2: Darn. Kaladesh cards don't come to Magic Duels until the 29th. So, LQ art until then...
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 12:47

Xander, in the Deck Builder, do you know how to see just cards in your local directories (i.e., the ones I'm about to test)? I've been searching for each card. I'm guessing there's a way to filter.

Also, do you know how to filter for expansion?
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 13:10

For either case, you need to open advanced filters, and then go to the strings section. Change the left box to "expansion" or "Wad". Expansion is the three letter code in the card text, so KLD for Kaladesh. Wad will be the folder name. So, if it's the default custom folder, just typing CUSTOM would do the trick (it's not case-sensitive, though).
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 13:16

Hey. Got this error from today's .wad:

Code: Select all
[lua] [string "Content\Functions\CW_ABILITIES.LOL"]:360: 'end' expected (to close 'function' at line 347) near '&'
[lua]
lua_dofile error parsing file Content\Functions\CW_ABILITIES.LOL
This version is prior to your crew updates so you may have already seen this.
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 13:27

New tokens:
1/1 colorless thopter artifact creature with flying (1 - additional, 4 preexisting)
1/1 colorless servo artifact creature (3 - new)
6/6 colorless beast artifact creature (1 - new)
X/X colorless construct artifact creature (2 - new)

All have been created, registered in CW_TOKENS, given (LQ) art, and had their new TOKEN_REGISTRATION tags disseminated.

Error mentioned above has already been fixed. The new crew functions won't work until the update, but because the new tokens were just added and this error made its way in, I'm going to force it to update in just a few minutes (core and art).

EDIT: Also, I'm really amused. Awhile back, when I coded Kozilek, the Great Distortion, it came to light that Stainless's version was bugged in a way that I had caught and fixed before even knowing they'd coded him at all. Now, I just realized they coded Mirrorwing Dragon. And wouldn't you know it, the code doesn't look like it properly interacts with protection, like I made sure our version does. :lol:
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 13:55

Also, I'm really amused. Awhile back, when I coded Kozilek, the Great Distortion, it came to light that Stainless's version was bugged in a way that I had caught and fixed before even knowing they'd coded him at all. Now, I just realized they coded Mirrorwing Dragon. And wouldn't you know it, the code doesn't look like it properly interacts with protection, like I made sure our version does. :lol:
Wow. That is funny. Stainless should hire you for sure.

Question for you. The following isn't working:

Code: Select all
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         local filter_count = filter:EvaluateObjects()
         local counter_count = 0
         if filter_count &gt; 0 then
            for i=0,filter_count-1 do
               local creature = filter:GetNthEvaluatedObject(i)
               if creature ~= nil and creature:CountCounters( MTG():PlusOnePlusOneCounters() ) &gt; 0 then
                  counter_count = counter_count + 1
                  return
               end
            end
         end
         EffectController():DrawCards(counter_count)
      </RESOLUTION_TIME_ACTION>
Any ideas on why?
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Re: Kaladesh - Development

Postby Xander9009 » 23 Sep 2016, 14:03

When you "return", it exits the current XML block. So, as soon as you find a creature with a counter on it, it increments coutner_count once, and then nothing else runs. Just remove return and it should work.
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 14:04

Xander9009 wrote:When you "return", it exits the current XML block. So, as soon as you find a creature with a counter on it, it increments coutner_count once, and then nothing else runs. Just remove return and it should work.
I wondered about that. Thanks!
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 15:33

All card uploads included LQ art unless otherwise noted.

GREEN CARDS
Coded, tested, and uploaded:

Armorcraft Judge
Blossoming Defense
Commencement of Festivities
Cowl Prowler
Durable Handicraft
Elegant Edgecrafters
Highspire Artisan (+HQ art)
Kujar Seedsculptor
Larger Than Life
Nature's Way
Ornamental Pashiri, Sage Lifecrafter
Peema Outrider
Terrain Elemental
Verdant Crescendo
Verdurous Gearhulk
Wild Wanderer
Wildest Dreams (+HQ art)
Wily Bandar

ARTIFACTS
Coded, tested, and uploaded:

Fleetwheel Cruiser

GREEN CARDS THAT REQUIRE ENERGY MECHANIC:
Architect of the Untamed
Attune with Aether
Bristling Hydra
Longtusk Cub
Riparian Tiger
Sage of Shaila's Claim
Servant of the Conduit
Thriving Rhino

COMMENTS ON CARDS I DIDN'T DO

Nissa --Didn't do either of the Nissa cards because I don't feel ready yet to tackle a PW card. I did test that Verdant Crescendo can indeed call the Nissa from that PW deck. I used a vanilla version to test.

Fairgrounds Trumpeter -- looks possible, but I'm not sure how to count all the +1/+1 counter that have been placed during the entire turn.

Ghirapur Guide -- looks possible, but I don't know how to apply evasion to a creature. I can do it within the same card, but applying it to another is something I haven't seen how to do yet.


PROBLEM CARDS:

Cultivator of Blades -- It is working mostly. It is supposed to give other creatures +X/+X based on its power. It's natural power is 1, but when I fabricate it on entry to be a 3, the X does not become 3, it stays at 1. Do counters have to be counted differently when using Power_Get()?

Self-Assembler -- Does not search the library for Assembly-Worker. I have tried every possible combination of Assembly-Worker and none of the following work:
Code: Select all
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_ASSEMBLYWORKER)
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_ASSEMBLY_WORKER)
filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_ASSEMBLY-WORKER)
Take Down -- http://pastebin.com/dwucU1VR -- Not sure what I'm doing wrong here. Never done a mode card before. I'm guessing it's because one is a selected target and the other is a filtered.

NEXT
Moving on to White cards now.
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Re: Kaladesh - Development

Postby migookman » 23 Sep 2016, 17:43

For ‘Take Down’ you may try EffectSourceLKI():
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 17:57

migookman wrote:For ‘Take Down’ you may try EffectSourceLKI():
I will give that a whirl. Thanks, migookman!
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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 20:36

All cards below were uploaded with LQ art unless otherwise specified:

WHITE CARDS
Coded, tested and uploaded:

Acrobatic Maneuver
Aerial Responder
Angel of Invention (+HQ art)
Aviary Mechanic (+HQ art)
Cataclysmic Gearhulk (+HQ art)
Fairgrounds Warden
Fragmentize
Fumigate
Glint-Sleeve Artisan (+HQ art)
Herald of the Fair
Impeccable Timing (previously uploaded HQ art for this)
Master Trinketeer
Ninth Bridge Patrol
Propeller Pioneer (previously uploaded HQ art for this)
Refurbish (+HQ art)
Servo Exhibition
Skyswirl Harrier
Skywhaler's Shot
Tasseled Dromedary
Toolcraft Exemplar
Trusty Companion
Visionary Augmenter
Wispweaver Angel (+HQ art)

BLUE CARDS
Coded, tested and uploaded:

Curio Vendor
Nimble Innovator (+HQ art)

BLACK CARDS
Coded, tested and uploaded:

Ambitious Aetherborn (+HQ art)
Maulfist Squad (+HQ art)
Prakhata Club Security
Weaponcraft Enthusiast (+HQ art)

CARDS THAT REQUIRE ENERGY MECHANIC:

--White--
Aetherstorm Roc
Consulate Surveillance
Consul's Shieldguard
Eddytrail Hawk
Thriving Ibex

--Blue--
Aethersquall Ancient
Glimmer of Genius
Hightide Hermit
Janjeet Sentry

--Black--
Die Young
Live Fast

--Red--
Harnessed Lightning
Lathnu Hellion
Maulfist Doorbuster
Spontaneous Artist
Territorial Gorger
Thriving Grubs

--Green--
Architect of the Untamed
Attune with Aether
Bristling Hydra
Longtusk Cub
Riparian Tiger
Sage of Shaila's Claim
Servant of the Conduit
Thriving Rhino

--Multicolor--
Empyreal Voyager
Engineered Might
Voltaic Brawler

--Land--
Whirler Virtuoso


CARDS WITH ISSUES:

Authority of the Consuls http://pastebin.com/2vQKsvwc This card does nothing despite having identical code to several other older cards.

Built to Last http://pastebin.com/YEvjwXz7 This one is baffling. It too looks nearly identical to other cards but it doesn't work at all. It lets me target, but then fails to do anything.

Ceremonious Rejection http://pastebin.com/z5kS8xm0 This card is never "available" to be cast. I suspect it has to do with the colourless filtering.

Take Down http://pastebin.com/BwYcqiPG The first choice on this card works thanks to migookman's suggestion. The second choice doesn't. I've tried EffectSource() and EffectSourceLKI().


OTHER ISSUES:

1. Aetherborn type isn't displaying properly in game. It is showing up in game as CARD_TYPE_AETHERBORN or something like that on the middle of the card.

2. The new Vehicle code isn't working. I put it into Demolition Stomper and it fails to light up. Here's the version I created with the new code: http://pastebin.com/gFDbnbvt

3. I used a crew reference in Revoke Privileges and it's not being recognized. The can't attack/block stuff works, but the "can't crew" doesn't. http://pastebin.com/wb6cXZv5

NEXT:

Will be working on a little bit of everything that remains (except Green, Red or White). May not upload anything else until the morning; depends on how testing goes with what I make next.
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