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Kaladesh - Development

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Re: Kaladesh - Development

Postby Splinterverse » 23 Sep 2016, 23:29

All cards were uploaded with LQ art unless otherwise stated.

BLUE
Coded, tested, and uploaded:

Weldfast Wingsmith (+HQ art)

BLACK
Coded, tested, and uploaded:

Lawless Broker (+HQ art)

ARTIFACTS
Coded, tested, and uploaded:

Workshop Assistant (+HQ art)

MULTICOLOR
Coded, tested, and uploaded:

Cloudblazer
Contraband Kingpin
Hazardous Conditions
Kambal, Consul of Allocation
Restoration Gearsmith (+HQ art)

LANDS
Coded, tested, and uploaded:

Blooming Marsh
Botanical Sanctum
Concealed Courtyard
Inspiring Vantage
Spirebluff Canal (+HQ art)

That's it for today. Back tomorrow (but abbreviated since I will be spending 10 hours at pre-release event tomorrow).
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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 02:27

I'm going to work on energy today.

Cultivator of Blades: If Power_Get() isn't working, try oCard:GetCurrentPower().

Self-Assembler: At least one of those should work. I'm not sure why they wouldn't.

Authority of the Consuls: The <TRIGGERED_ABILITY> tag needs replacement_effect="1".

Built to Last: There's no <DURATION> tag. Any continuous action outside of a static ability must have a duration tag in order to function.

Ceremonious Rejection: To target a colorless spell, don't actually filter for colorless. Rather, filter for (FE_NUM_COLOURS, OP_IS, 0).

Take Down: Remove the mode attributes from the target definition and the filter definition, and change the filter definition's id to 1 instead of 0 (and change the corresponding ability's reference to it as well), so it doesn't overlap with the target definition. And just for the record, for dealing damage like this (in a way where dealing damage should be dealt with EffectSource's status irrelevant), EffectSourceLKI() is correct.

Now, I'll go update the list and get started on energy.
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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 02:42

Also, I may end up reworking the lands. Not because you did anything wrong with them (I haven't even looked at the code) but because I might end up reworking all lands soon-ish (my timescales could be days or months; I have no consistency...). I made a few cards (3 G/U dual lands) with a new way to handle mana. It's a combination of auto-tap and manual tap lands.

They start of auto-tapping. You can set them to auto-tap for either of their colors, and they will stick with that color until you change it. When you change it, you can either set it to one of their colors or just disable auto-tap altogether. In the same multiple choice screen, you can also manually tap for mana if you need to.

And in addition to these, it also randomly assigns the color at the beginning of each main phase or whenever a spell resolves if it's untapped and controlled by the AI (since the AI doesn't understand dual lands). This means that the AI actually gets a decent chance of having a mix of colors available at any given moment, meaning you can play against the AI with these lands and not get a huge advantage just because it can't play spells.

Overall, it's working well. I want to test it a bit more before making any more, though. If anyone wants to test these, they're:
These were just added to the CW a few minutes ago, and they'll be in the next repack. They do not currently have text permanent entries, but if I decide to expand on the idea, I'll make sure that gets done.

Their filenames have _MM_ replaced with _AM_. If this works, then all _MM_ lands will be changed to use this code (where feasible).

Also, fallenangle (the maker of all of almost all of the planeswalkers) has let me know he'll be trying the planeswalkers from this set, too. So, they're covered.

EDIT: I figured out the issue with my crew code. It's been corrected in my post at the end of the first page.

Two issues. One was just that I forgot to change the 1's to 3'. But the real problem was the repeating RTA should have "return"ed the function result. Since "return" was missing, the code wouldn't run properly.

In addition to this, I had "EffectSource()" in the FE_LUA_CONDITION lines where it was supposed to be "EffectDC()". All issues are fixed and the code has been tested. I also tested to ensure the new characteristic is working properly with Revoke Privileges, and everything went smoothly.

Skysovereign, Consul Flagship has the new working code, which is here, as well as the last post at the end of the first page.

Working Crew Code | Open
Code: Select all
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Crew 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Pilotage 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tripular 3.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bemannen 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Manovrare 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[搭乗3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[탑승 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Экипаж 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tripular 3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[搭载3]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[搭載3]]></LOCALISED_TEXT>
      <COST type="Generic">
         <PREREQUISITE>
            return CW_Abilities_CrewPreReq(3) -- Crew number
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION repeating="1">
            return CW_Abilities_CrewRTA1(3) -- Crew number
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            CW_Abilities_CrewRTA2()
         </RESOLUTION_TIME_ACTION>
      </COST>
      <FILTER_CONDITION id="1">
         return CW_Abilities_CrewFilterCondition()
      </FILTER_CONDITION>
      <CONTINUOUS_ACTION layer="4">
         CW_Abilities_CrewCA4()
      </CONTINUOUS_ACTION>
      <DURATION simple_duration="UntilEOT" />
      <AUTO_SKIP>
         return CW_Abilities_CrewAutoSkip()
      </AUTO_SKIP>
   </ACTIVATED_ABILITY>
Since it's tested now, I'm uploading the new plugin.
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 09:58

Awesome to hear about the lands. Maybe it will make it a bit easier for the AI to handle them.

Glad you got Sovereign working with your crew code, Xander. I'd like to fix all the vehicles we have, but I'd rather get a lot of the missing cards done first. When I get to it, I think rather than running them through the generator again, I'll just copy/paste the code you posted, and just change the crew number throughout. If anyone else wants to fix them all, though they are welcome to it.

As of a few moments ago, I have LQ images for the entire set. I grabbed every copy of the cards from a particular site so they'd all be the same size. I then ran them through IrfanView batch mode cropping and resizing. I used FileRenamerTurbo to make their filenames uppercase. The only thing left to do with them is to add the underscores and then convert them to .tdx. So, at any rate, at some point, I will get them all converted and uploaded for the cards that do not have art.

First though, I'm going to try your fixes to my problem cards.

After that, I'll dive in to the missing ones and try to get as many done as I can before I have to leave for the pre-release. :) But I will be also working all day tomorrow and Monday on this. :)

Oh, and I'm so glad you are working on energy!!!
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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 10:10

I'll go do the vehicles as soon as I'm done wth energy, which is already mostly done. It just needs a few finishing touches and a few thorough tests done.
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 10:17

Xander9009 wrote:I'll go do the vehicles as soon as I'm done wth energy, which is already mostly done. It just needs a few finishing touches and a few thorough tests done.
Awesome! I love it.
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 11:21

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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 11:23

Energy is working. Aether Theorist is the working example currently in the CW loose files. The method I went with for displaying the amount of available energy is to have the manager grant an ability to all cards that register for it. At the very least, all cards that use energy should definitely be registered.

This ability will actually be one of 29 abilities. 0 through 19 are just static abilities that say "You have # energy counters." 20, 30, 40, 50, 60, 70, 80, 90, and 100 are "You have # or more energy counters." These ones are not static but are instead activated. If you activate it, it will display the exact amount. So, zooming into any card that uses energy will tell you how much you have, though if you have a lot, you might need to activate it to get an exact amount.

There are five functions available for use with energy.

Code: Select all
--CW_Cost_EnergyAdd(iAmount{, oPlayer = EffectController()})
--    Adds {iAmount} energy counters to {oPlayer}'s energy manager.
--    Input: Int{, Player}
--    Output: None

--CW_Cost_CanPayEnergy(iAmount{, oPlayer = EffectController()})
--    Returns true if {oPlayer}'s energy manager has at least {iAmount} energy counters on it.
--    Input: Int{, Player}
--    Output: Bool

--CW_Cost_PayEnergy(iAmount{, oPlayer = EffectController()})
--    Removes {iAmount} energy counters from {oPlayer}'s energy manager.
--    Input: Int{, Player}
--    Output: None

--CW_Cost_GetCurrentEnergy({oPlayer = EffectController()})
--    Gets the number of energy counters on {oPlayer}'s energy manager. -1 if an error is encountered.
--    Input: {Player}
--    Output: Int

--CW_Cost_RegisterEnergyProducer({oCard == EffectSource()})
--    Adds {oCard} to the cost manager's energy producer DC, granting the activated ability to check current energy levels. Must be registered once per relevant zone-change.
--    Input: {Card}
--    Output: Bool
Note that as with all of my function descriptions, parameters in {braces} are optional (in the function name line and input line; in the description line, all parameters are always in {braces} whether they're optional or not).

The ability to check precisely is available to all players at all times, except the AI is limited to using it during the untap step (simple hack to make it essentially ignore the ability; it doesn't need it anyway).

Doubling Season is the only card I know of that affects all types of counters on all permanent types, and so it's the only card that needed to be updated. (It needed to ignore energy counters, since while they're technically being placed on a permanent, they're actually meant to be on 'you'.)

Example energy cost:
Code: Select all
      <COST type="Generic">
         <PREREQUISITE>
            return CW_Cost_CanPayEnergy(1)
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION>
            CW_Cost_PayEnergy(1)
         </RESOLUTION_TIME_ACTION>
      </COST>
Any card the uses energy needs this code to display the amount of available energy.
Code: Select all
   <TRIGGERED_ABILITY replacement_effect="1">
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
         CW_Cost_RegisterEnergyUser()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Any card that creates energy also needs this code for creating the energy manager.
Code: Select all
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         CW_General_CreateManagers("_MANAGER_ENERGY")
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_ENERGY" />
The energy symbols, since we can't display them correctly in-game, are simply replaced with words (in effects) or number-word combos (in costs). So...
"When Aether Theorist enters the battlefield, you get three energy counters."
and
"{T}, Pay 1 energy: Scry 1."

This decision is completely arbitrary. If either of you (or anyone) thinks it should be different, say so now. I don't care one bit. I only care that it's consistent.
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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 11:29

For the LQ art you uploaded for energy cards, did you include art for Die Young,Glassblower's Puzzleknot, and Live Fast? Those already had HQ art (added by you).
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 12:03

Xander9009 wrote:For the LQ art you uploaded for energy cards, did you include art for Die Young,Glassblower's Puzzleknot, and Live Fast? Those already had HQ art (added by you).
I did. Everything is such a blur since I am moving so fast. Can you delete the LQ versions?

I like your Energy approach, including using the word "energy".

There is another card that is similar to Doubling Season that is being released in this set -- Animation Module. I haven't coded it because I just looked at it for the first time and realized it would be impacted by energy.
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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 13:03

Because Animation Module only triggers for +1/+1 counters, that ability isn't an issue. And since the second ability targets, that won't cause problems, either (you can't target manager tokens because they have protection from everything).

It will need to affect energy counters; you're right about that of course. I just mean it's not a problem in the same way Doubling Season is, which triggers for any counters at all, which was the real issue with it.

For permanents it'll be relatively simple. There are a few cards that already do something similar. For players, it'll just need to check if the player has energy counters, and if so, add energy as an option. If they choose energy, then call CW_Cost_EnergyAdd(1).

----

For the art, it's been reverted. In doing so, I noticed they weren't 126 KB, but were instead 700+. This suggests to me that you're converting them by directly dropping the image on Gibbed.Duels.Tdx.exe. You'd be much better off dropping them onto either Riiak's "Tdx Convert Compressed.bat" or my "Universal Gibbed Converter.exe". You get the exact same image in-game, but at a radically reduced filesize. Also, I'm pretty sure it's more efficient for the game. A few images wouldn't impact much, but it's 1/6th the size. So, for the entire art wad collection, that'd add up to a whopping 10.8 GB instead of its current 1.8 GB. I'll go fix those in the art folder already (very simple process), but something to keep in mind for those you convert from now on. :)

EDIT: Fixed Aetherborn. The text permanent entry had CARD_SUBTYPE_ATHERBORN instead of CARD_SUBTYPE_AETHERBORN.
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 13:59

For the art, it's been reverted. In doing so, I noticed they weren't 126 KB, but were instead 700+. This suggests to me that you're converting them by directly dropping the image on Gibbed.Duels.Tdx.exe. You'd be much better off dropping them onto either Riiak's "Tdx Convert Compressed.bat" or my "Universal Gibbed Converter.exe". You get the exact same image in-game, but at a radically reduced filesize. Also, I'm pretty sure it's more efficient for the game. A few images wouldn't impact much, but it's 1/6th the size. So, for the entire art wad collection, that'd add up to a whopping 10.8 GB instead of its current 1.8 GB. I'll go fix those in the art folder already (very simple process), but something to keep in mind for those you convert from now on. :)

EDIT: Fixed Aetherborn. The text permanent entry had CARD_SUBTYPE_ATHERBORN instead of CARD_SUBTYPE_AETHERBORN.
Cool. I just converted a few a moment ago, but going forward I will find and use one of those tools instead. Thanks for the tip!
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Re: Kaladesh - Development

Postby Xander9009 » 24 Sep 2016, 14:01

You should actually have the bat file already. You can get the universal converter here: https://drive.google.com/drive/folders/ ... sp=sharing

My universal converter can handle lots of files being dropped on it at once, which is why I said it would be a simple task to reconvert those already uploaded. I dropped them all on, waited until it was done, deleted the tdx, and dropped the pngs back on it.
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 15:36

Xander9009 wrote:You should actually have the bat file already. You can get the universal converter here: https://drive.google.com/drive/folders/ ... sp=sharing

My universal converter can handle lots of files being dropped on it at once, which is why I said it would be a simple task to reconvert those already uploaded. I dropped them all on, waited until it was done, deleted the tdx, and dropped the pngs back on it.
Turns out I already had both. Using the universal now. Thanks!
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Re: Kaladesh - Development

Postby Splinterverse » 24 Sep 2016, 16:45

Oops, I may have accidentally re-uploaded LQ art of Die Young and Key to the City. Sorry.

All cards listed were uploaded with LQ art unless otherwise mentioned.

WHITE
Coded, tested, and uploaded:

Authority of the Consuls
Built to Last

BLACK
Coded, tested, and uploaded:

Dukhara Scavenger
Dhund Operative
Embraal Bruiser
Fretwork Colony
Make Obsolete
Harsh Scrutiny

BLUE
Coded, tested, and uploaded:

Disappearing Act
Dramatic Reversal
Experimental Aviator
Failed Inspection
Gearseeker Serpent
Long-Finned Skywhale

GREEN
Coded, tested, and uploaded:

Guardian of the Great Conduit

RED
Coded, tested, and uploaded:

Flame Lash
Liberating Combustion

MULTICOLOR
Coded, tested, and uploaded:

Unlicensed Disintegration

ARTIFACTS
Coded, tested, and uploaded:

Cogworker's Puzzleknot
Key to the City

LANDS
Coded, tested, and uploaded:

Inventors' Fair

NOTES
I'm thinking we might mark Self-Assembler as impossible since it's own referenced subtype does not work. Such a minor thing, but it's the whole point of the card.

PROBLEM CARDS

Bomat Courier http://pastebin.com/UQ7ife3u I can't tell if it is exiling cards or not because they are nowhere to be seen (maybe because they are supposed to be face down?). In any case, if they are invisible, they are not being returned on sacrifice. My guess is that it isn't even exiling the cards.

Ceremonious Rejection http://pastebin.com/KcJtcy3J Still doesn't seem to be able to target colorless spells.

Cultivator of Blades http://pastebin.com/iReyvTYS Tried switching the power check to Current and it's still not reflecting the fabricate counter total added to X.

Depala Pilot Exemplar http://pastebin.com/t61R8vxw Asks if I want to use the ability, but doesn't let me tap or choose what I want to spend for X.

Sequestered Stash http://pastebin.com/6yaM7gtR Activated ability doesn't light up at all.

Take Down http://pastebin.com/8Kp7LQZm First choice works. Second one doesn't. Tried the suggestion from yesterday, but still no luck. (Or maybe I implemented the suggestion incorrectly?)

NEXT
That's it for me today. I'm off to the pre-release to get my behind kicked. Signed up for three events in a row. But, I will be back at it tomorrow!
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