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Re: Community Wad

Postby Splinterverse » 25 Sep 2016, 23:30

Updates:

Angel's Feather -- recoded this one because what was in there wasn't what the card text said. Tested the new version and it is working as intended.

Toshiro Umezawa -- added the Exile condition, which was missing.

Galvanoth is not working. Not sure what is wrong with it. Was trying to use it as a sample for a Kaladesh card, but it's special ability does not work.
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Re: Community Wad

Postby Xander9009 » 26 Sep 2016, 10:03

Splinterverse wrote:Updates:

Angel's Feather -- recoded this one because what was in there wasn't what the card text said. Tested the new version and it is working as intended.

Toshiro Umezawa -- added the Exile condition, which was missing.

Galvanoth is not working. Not sure what is wrong with it. Was trying to use it as a sample for a Kaladesh card, but it's special ability does not work.
Fixed. Line 57 had "or" instead of "and". If it was either "not an instant" OR "not a sorcery", then it was unselecting the card so you couldn't cast it. Which means, only cards that were both instants and sorceries (which don't exist) could be chosen.
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Re: Community Wad

Postby tmxk2012917 » 26 Sep 2016, 15:15

9/26/2016 11:14:43: Low: Card (NISSA_VITAL_FORCE_CW_417736) in wad DATA_DLC_COMMUNITY_CORE has a FILENAME tag that does not match which will cause problems in-game: NISSA_VITAL_FORCE_417736

Besides, When Cataclysmic Gearhulk entered the battlefield, I could not keep my planeswalker. Neither could I made a planeswalker enter the battlefield when it was in the battlefied
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Re: Community Wad

Postby Splinterverse » 27 Sep 2016, 00:06

Kessing Prowler artwork is not showing up. I checked card art id and the file itself. Decrypted from tdx to original back to tdx. No luck.
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Re: Community Wad

Postby nivmizzet1 » 27 Sep 2016, 16:49

OK, this is a rules check/bug report. Glimpse of Nature currently doesn't trigger if the creature cast is countered. I believe it should still trigger when the creature is cast (cast, not resolved) and whether that creature resolves or not is irrelevant.
EDIT: It looks like it's triggering, it's just not drawing a card.
EDIT: Here is the relevant code:
Code: Select all
      <RESOLUTION_TIME_ACTION>
         MTG():CreateDelayedTrigger(1, nil)
      </RESOLUTION_TIME_ACTION>
   </SPELL_ABILITY>
   <TRIGGERED_ABILITY resource_id="1" active_zone="ZONE_ANY">

      <TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol">
         return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE )
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil then
            local player = TriggerObject():GetController()
            if player ~= nil then
               player:DrawCards(1)
            end
         end
      </RESOLUTION_TIME_ACTION>
Could the problem (assuming I have the correct interpretation) stem from the resolution time action section "if TriggerObject() ~= nil then"? Does a chest need to be made for the TriggerObject so that even if it's countered it will still be there when the check is done in resolution time?
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Re: Community Wad

Postby fallenangle » 27 Sep 2016, 23:30

Try using this in the TRIGGER and RTA blocks instead:

<TRIGGER value="SPELL_PLAYED" simple_qualifier="controller">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>

That should make it work. Your problem is probably the "objectyou control" part, since you don't technically control an "object" on the battlefield, in this case, although you are the "controller" of the spell. I took this one from Vedalken Archmage and adapted it.
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Re: Community Wad

Postby nivmizzet1 » 28 Sep 2016, 02:24

fallenangle wrote:Try using this in the TRIGGER and RTA blocks instead:

<TRIGGER value="SPELL_PLAYED" simple_qualifier="controller">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
EffectController():DrawCards(1)
</RESOLUTION_TIME_ACTION>

That should make it work. Your problem is probably the "objectyou control" part, since you don't technically control an "object" on the battlefield, in this case, although you are the "controller" of the spell. I took this one from Vedalken Archmage and adapted it.
I think it's a bit trickier than that because it's a spell rather than a creature that stays on the battlefield.
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Re: Community Wad

Postby fallenangle » 28 Sep 2016, 02:52

nivmizzet wrote:I think it's a bit trickier than that because it's a spell rather than a creature that stays on the battlefield.
True. But that's why you created a delayed trigger, so that it would fire until end of turn. All I'm suggesting is that you change "objectyoucontrol" to "controller" in the "simple_qualifier" tag. You also don't really need to complicate things by using "TriggerObject():GetController()" when only you (EffectController()) get the benefit of the card. Then all your card should need is a simple cleanup tag to specify that its effect will end at the end of the turn.

I'm not a master coder, so someone like Xander or Riiak might be able to give you better advice. I just looked for cards in the deck builder with effects similar to the one you were trying to work with and noted the differences between them. I apologize if I wasn't terribly helpful to you.

EDIT: Now that I've looked again at your original problem, you might need to create another delayed trigger in which you protect the object in a chest (as you initially suggested), then pass it to a "SPELL_BEING_COUNTERED" trigger. If the trigger object for THAT is the same as for your initial delayed trigger, then you could have yourself draw a card. I'm not sure that something like this would be necessary; but I'm not an expert at these things. I can't quite see that your check for the object being nil would be the problem, however. The trigger should fire on the spell's being cast, whether or not it gets countered in the end.
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Re: Community Wad

Postby nivmizzet1 » 28 Sep 2016, 03:07

fallenangle wrote:True. But that's why you created a delayed trigger, so that it would fire until end of turn. All I'm suggesting is that you change "objectyoucontrol" to "controller" in the "simple_qualifier" tag. You also don't really need to complicate things by using "TriggerObject():GetController()" when only you (EffectController()) get the benefit of the card. Then all your card should need is a simple cleanup tag to specify that its effect will end at the end of the turn.
Sorry, it was a misunderstanding; I thought you were suggesting to replace all the code I posted with your code. I'll test it tonight and see how it goes.
fallenangle wrote:I'm not a master coder, so someone like Xander or Riiak might be able to give you better advice. I just looked for cards in the deck builder with effects similar to the one you were trying to work with and noted the differences between them. I apologize if I wasn't terribly helpful to you.
I take an identical approach (although I haven't coded any cards in a while now) but it seems my understanding of what the code is doing may be a bit below where you're at; and you don't have to apologise, I appreciate your input whether it helps or not.
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Re: Community Wad

Postby nivmizzet1 » 28 Sep 2016, 03:11

fallenangle wrote:I can't quite see that your check for the object being nil would be the problem, however. The trigger should fire on the spell's being cast, whether or not it gets countered in the end.
but that's the thing -- it does trigger, but the card draw doesn't happen if the spell was countered, which is what makes me think there is something going on in the RTA, and the most logical thing I can think of is that the trigger object is no longer there, causing it to fizzle.
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Re: Community Wad

Postby nivmizzet1 » 28 Sep 2016, 14:05

good news everyone!

fallenangle, your fix appears to have Glimpse of Nature working how it should. Sorry about making you doubt yourself.

Now, I've discovered that Multani's Presence isn't working as intended -- it's treating when a card fizzles because a target has gone missing or whatever as the card being countered (i.e. it's incorrectly drawing cards under those circumstances).

It's weird though, because the trigger value uses "SPELL_BEING_COUNTERED", which suggests the problem must be with that. Is that a modded value or a base game value?
Code: Select all
      <TRIGGER value="SPELL_BEING_COUNTERED" simple_qualifier="objectyoucontrol" />
      <RESOLUTION_TIME_ACTION>
         EffectController():DrawCards(1)
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
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Re: Community Wad

Postby Xander9009 » 28 Sep 2016, 15:13

Either 'objectyoucontrol' or 'controller' should hypothetically work. 'objectyoucontrol' checks if TriggerObject():GetController() == EffectController() and 'controller' checks if TriggerPlayer() == EffectController(). (Note that I'm not 100% certain it's TriggerPlayer() vs SecondaryPlayer().) For a spell being cast, they're basically always the same. The difference between the two is seen more with triggers where TriggerObject() might be an object you don't control. But TriggerPlayer() isn't even valid for all triggers, so...

For the record, a spell on the stack is in fact controlled by whoever cast it (both in the actual rules and in the game's engine).

Anyway, changing to nothing more than EffectController() is exactly the right fix.

----

For Multani's Presence, that's correct. A spell that fizzles because all of its targets become invalid is countered. 608.2b - http://mtgsalvation.gamepedia.com/Resol ... _abilities
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Re: Community Wad

Postby nivmizzet1 » 28 Sep 2016, 15:54

Xander9009 wrote:For Multani's Presence, that's correct. A spell that fizzles because all of its targets become invalid is countered. 608.2b - http://mtgsalvation.gamepedia.com/Resol ... _abilities
Noted. Damned misleading magic keywords.
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Re: Community Wad

Postby nivmizzet1 » 28 Sep 2016, 17:04

Sorin, Lord of Innistrad 's emblem ability is being added to opponents also. I'm not sure why; I can't see anything obvious in the code.

Code: Select all
      <AVAILABILITY>
         return PLW_MyPlayerDC( EffectController() ):Get_Int(PLW_TEFERI_ARCHMAGE_EMBLEM) == 1 or EffectController():IsSorceryTime() == true
      </AVAILABILITY>
      <COST type="RemoveCountersSelf" amount="2" counter_type="Loyalty" />
      <FILTER filter_id="0" reevaluates="1">
         local filter = ClearFilter()
         filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      </FILTER>
      <CONTINUOUS_ACTION layer="7C" filter_id="0">
         if FilteredCard() ~= nil then
            FilteredCard():GetCurrentCharacteristics():Power_Add(1)
         end
      </CONTINUOUS_ACTION>
      <DURATION>
         return EffectController() == nil
      </DURATION>
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Re: Community Wad

Postby Xander9009 » 28 Sep 2016, 17:41

I tested Sorin, and his ability worked fine. It must have been an interaction with something else in the game.
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