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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 09:45

Xander9009 wrote:Have a look at that section, and then come back with any remaining questions.
A couple questions about it.

1. Ident is all that's needed to connect with the underscore statement correct? In other words, I don't need to reference the specific card, just the underscore statment/Ident.

2. If I delete all of the translation spots or leave them empty, it will default to the master translation correct?

3. If I name my file CARD_UI_TEXT_SPL700.XML and drop it in the auto upload folder, will it get put into the .wad automatically? If so, can I just add to it as I go and drop it in when I have added to it?

EDIT TO ADD:
4. What if I accidentally code one that already exists in another text permanent file somewhere? What happens?
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Re: Community Wad

Postby Xander9009 » 12 Oct 2016, 10:20

Splinterverse wrote:
Xander9009 wrote:Have a look at that section, and then come back with any remaining questions.
A couple questions about it.

1. Ident is all that's needed to connect with the underscore statement correct? In other words, I don't need to reference the specific card, just the underscore statment/Ident.

2. If I delete all of the translation spots or leave them empty, it will default to the master translation correct?

3. If I name my file CARD_UI_TEXT_SPL700.XML and drop it in the auto upload folder, will it get put into the .wad automatically? If so, can I just add to it as I go and drop it in when I have added to it?
When the game reads CARD_QUERY_SOME_TEXT in any tag (whether it's a multiple choice question, a target tag, helper text, or somewhere else), it looks up CARD_QUERY_SOME_TEXT in all of its text permanent files. If it finds an entry, it grabs the entry's language-specific text and displays that. The card it's on is 100% irrelevant. So, short answer, yes that's all you need, no you don't need to reference the specific card.

2: Yes

3: No. Because text permanent files and cards are the same filetype (xml), text permanents will end up with cards, where the game can't read it. However, there are actually a few CW-specific text permanent files you should update rather than making your own unless you plan to release it separately.

There's currently one for subtypes (please don't mess with this one), AUTO_TEXT_PERMANENT (from a tool I made a long time ago), Alternate Costs, Card Queries, More Info (help text), and Card Text (catch-all).

Once you've updated one, you'll need to upload it directly to the correct folder, or just make all of the changes you want and send it to me. I'll see if I can reliably separate the two types in the auto-sorter for future use.

EDIT: The auto uploader has been updated. It should successfully upload any text permanent file now. Please make sure not to upload a file which will overwrite another file without providing all of the same information. (Meaning don't grab a file, remove stuff, add different stuff, and the auto-upload it. Just add the new stuff to the end.)
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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 10:39

I will stick with CW_CARDS_TEXT and CW_CARD_QUERY.

What if I accidentally code one that already exists in another text permanent file somewhere? What happens?

(What I'm trying to avoid is having to look up each one, especially if it originated in another card.)
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Re: Community Wad

Postby Xander9009 » 12 Oct 2016, 11:21

In the working tools folder, there's a folder named "Tag Text Tool". From that folder, grab the exe, the ini, and the zip. Unzip the zip file so all of the core text permanents are in the folder "Core Text Permanents" next to the exe. Open the ini and set the three folder paths.

Run the exe and click "Extract text tags". Wait for it to finish (it'll take a long time; after several seconds, it'll show a progress bar). Click the next two buttons in order, waiting for each to finish. For a couple of those buttons, when the progress bar finishes, it might seem to hang. That's just because it then needs to do some other stuff that can't be stopped or easily tracked and I was too lazy to put in a warning about it. Wait for it to finish (shouldn't take more than a few minutes), before exiting it if needed.

Once each button function has been used, it'll have a complete list of all missing tags. It'll then let you go through those tags and fill in the English and other text with whatever fits best. If you fill in the English and then click "English", it'll fill in the empty ones with the English text.

If you type in a card name (it must be the card's CARDNAME value), then you can click "Card" to find the first tag associated with that card (which might not work entirely as expected if the same tag exists on multiple cards).

Once you've filled in as many as you intend to, click the last button on top to finish. It'll make a text permanent file out of your additions and that file can then be merged with one of the others.

To work on a certain set of cards, just copy the cards to a specific folder and point the ini to that folder instead of the full loose cards folder.

If you get it now, you can also grab the three txt files in the folder currently and skip the lengthy waiting for those three functions. (The three buttons at the top left create those three txt files to work with. But I've just done so to make sure it's still working since I haven't messed with it in nearly a year.)
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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 13:21

Xander9009 wrote:In the working tools folder, there's a folder named "Tag Text Tool". From that folder, grab the exe, the ini, and the zip. Unzip the zip file so all of the core text permanents are in the folder "Core Text Permanents" next to the exe. Open the ini and set the three folder paths.

Run the exe and click "Extract text tags". Wait for it to finish (it'll take a long time; after several seconds, it'll show a progress bar). Click the next two buttons in order, waiting for each to finish. For a couple of those buttons, when the progress bar finishes, it might seem to hang. That's just because it then needs to do some other stuff that can't be stopped or easily tracked and I was too lazy to put in a warning about it. Wait for it to finish (shouldn't take more than a few minutes), before exiting it if needed.

Once each button function has been used, it'll have a complete list of all missing tags. It'll then let you go through those tags and fill in the English and other text with whatever fits best. If you fill in the English and then click "English", it'll fill in the empty ones with the English text.

If you type in a card name (it must be the card's CARDNAME value), then you can click "Card" to find the first tag associated with that card (which might not work entirely as expected if the same tag exists on multiple cards).

Once you've filled in as many as you intend to, click the last button on top to finish. It'll make a text permanent file out of your additions and that file can then be merged with one of the others.

To work on a certain set of cards, just copy the cards to a specific folder and point the ini to that folder instead of the full loose cards folder.

If you get it now, you can also grab the three txt files in the folder currently and skip the lengthy waiting for those three functions. (The three buttons at the top left create those three txt files to work with. But I've just done so to make sure it's still working since I haven't messed with it in nearly a year.)
This is good stuff and I might do it when I have time. For now, I think I'll just manually add the ones for the cards I'm working on. I realized that since I am testing all of the cards I make I will see in game if they have already had an Ident created. If they don't appear to have it, I'll make one and put it in the two CW files.
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Re: Community Wad

Postby nivmizzet1 » 12 Oct 2016, 14:30

nivmizzet1 wrote:Fecundity doesn't allow draw when a token dies.
EDIT: I had a go at trying to fix it but to no avail.
ideas anyone?


EDIT:
I've tried
Code: Select all
      <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
         return (TriggerObject() ~= EffectSource() and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ))
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil and TriggerObject():GetPlayer() ~= nil then
            local Player = TriggerObject():GetPlayer()
            Player:BeginNewMultipleChoice()
               Player:AddMultipleChoiceAnswer("CARD_QUERY_FECUNDITY_OPTION_DRAW")
               Player:AddMultipleChoiceAnswer("CARD_QUERY_FECUNDITY_OPTION_DONT_DRAW")
            Player:AskMultipleChoiceQuestion("CARD_QUERY_FECUNDITY", EffectSource())
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local player = TriggerObject():GetPlayer()
            if Player ~= nil and ( Player:GetMultipleChoiceResult() == 0 or ( Player:IsAI() and Player:Library_Count() &gt;= 10 ) ) then
               Player:DrawCards(1)
            end
      </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
         return EffectController():Library_Count() &gt; 10 and EffectController():Hand_Count() &gt; 7
      </AUTO_SKIP>
   </TRIGGERED_ABILITY>
and
Code: Select all
      <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
         return (TriggerObject() ~= EffectSource() and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ))
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         if TriggerObject() ~= nil and TriggerObject():GetPlayer() ~= nil then
            local Player = TriggerObject():GetPlayer()
            Player:BeginNewMultipleChoice()
               Player:AddMultipleChoiceAnswer("CARD_QUERY_FECUNDITY_OPTION_DRAW")
               Player:AddMultipleChoiceAnswer("CARD_QUERY_FECUNDITY_OPTION_DONT_DRAW")
            Player:AskMultipleChoiceQuestion("CARD_QUERY_FECUNDITY", EffectSource())
         end
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local Card = TriggerObject()
         if Card ~= nil then
            local Player = Card:GetController()
            if Player ~= nil and ( Player:GetMultipleChoiceResult() == 0 or ( Player:IsAI() and Player:Library_Count() &gt;= 10 ) ) then
               Player:DrawCards(1)
            end
         end
      </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
         return EffectController():Library_Count() &gt; 10 and EffectController():Hand_Count() &gt; 7
      </AUTO_SKIP>
   </TRIGGERED_ABILITY>
and maybe something else similar...and there was the original version too, but I don't know what that was, I just know it had the same problem.
and I've looked at the saproling tokens, and they are in fact creature type -- but I was pretty sure that wouldn't be the problem as the trigger fires, but then there must be some sort of check which results in the card draw fizzling.

This is really bugging me -- I have a deck that really doesn't work if this isn't working
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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 15:09

nivmizzet1 wrote:
nivmizzet1 wrote:Fecundity doesn't allow draw when a token dies.
EDIT: I had a go at trying to fix it but to no avail.
ideas anyone?
Hey. I think it's because tokens are a bit different since they don't really go to the graveyard. I fought with Twilight Drover for a while, and finally got this code to work:

Code: Select all
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD">
         return TriggerObject():IsToken() == true and (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ))
      </TRIGGER>
Not sure if you could apply that to everything because creatures can leave the battlefield and go to the hand zone or library zone. You might have to make a trigger just for token response.
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Re: Community Wad

Postby nivmizzet1 » 12 Oct 2016, 15:21

Splinterverse wrote:
Code: Select all
<TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD">
         return TriggerObject():IsToken() == true and (TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ))
      </TRIGGER>
Not sure if you could apply that to everything because creatures can leave the battlefield and go to the hand zone or library zone. You might have to make a trigger just for token response.
thanks, that had crossed my mind, but I didn't think further on it. I'm not sure if this is the problem though, as the trigger activates, but then the RTA doesn't result in card draw on resolution. And unfortunately your code, as you mentioned, will trigger when tokens are bounced, exiled, etc. so it can't really be used.
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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 15:31

nivmizzet1 wrote:thanks, that had crossed my mind, but I didn't think further on it. I'm not sure if this is the problem though, as the trigger activates, but then the RTA doesn't result in card draw on resolution. And unfortunately your code, as you mentioned, will trigger when tokens are bounced, exiled, etc. so it can't really be used.
But I think tokens technically "die" when they are bounced because they can't return to an owner's hand. I could be wrong though. I don't know that there's any way to differentiate between when a token is bounced or dies.

At any rate, I looked at the code for Fecundity. If it is firing for creatures normally but not for tokens, that is odd. I mean maybe TriggerObject() isn't holding for a token since it doesn't technically go anywhere -- it kind of evaporates. I don't even know if you could preserve the pointer on one.
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Re: Community Wad

Postby tmxk2012917 » 12 Oct 2016, 19:53

I attached the images of Sarkhan, the Dragonsepaker and Garruk, Wildspeaker to this message, including the original images and the ones I resized

I tried uploading by myself, nut I am not granted
Attachments
Images.zip
(1.46 MiB) Downloaded 289 times
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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 20:21

tmxk2012917 wrote:I attached the images of Sarkhan, the Dragonsepaker and Garruk, Wildspeaker to this message, including the original images and the ones I resized

I tried uploading by myself, nut I am not granted
Thanks for sharing these. I converted them to tdx format and uploaded them. They should appear the next time the .wad is updated. Thanks for helping us. It is much appreciated.
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Re: Community Wad

Postby Xander9009 » 12 Oct 2016, 20:44

Fecundity: A token goes to all zones, it just ceases to exist the first time state-based effects are checked. So, any triggers that fire based on tokens or other permanents changing zones should work normally, you just can't access any of their information afterward.

This means that TriggerObject():GetPlayer() in the first RTA will fail. Luckily, TriggerOnkectLKI() exists, and should solve the problem.

For the record, here's a list of all cards with missing art. Haven't had to use my validator in awhile... Glad to see it still works.

| Open
Arjun, the Shifting Flame
Axe of the Warmonger
Boom // Bust
Bow of the Hunter
Caller of the Pack
Derevi, Empyrial Tactician
Geist-Fueled Scarecrow
Lim-Dûl’s Cohort
Mazirek, Kraul Death Priest
Minds Aglow
Mystic Confluence
Price of Knowledge
Recruiter of the Guard
Reparations
Shielded by Faith
Stun Sniper
Toxic Iguanar
Unexpectedly Absent
Unstable Frontier
Vithian Renegades
Vow of Lightning
Warchief Giant

Ageless Sentinels
Chandra, Torch of Defiance
Conduit of Storms//Conduit of Emrakul (Back)
Cryptolith Fragment//Aurora of Emrakul (Back)
Dead-Iron Sledge
Garruk Wildspeaker
Grizzled Angler//Grisly Anglerfish (Back)
Jace, Architect of Thought
Jace, the Mind Sculptor
Kessig Prowler//Sinuous Predator (Back)
Lancers en-Kor
Nomads en-Kor
Sarkhan, the Dragonspeaker
Shichifukujin Dragon
Shrill Howler//Howling Chorus (Back)
Smoldering Werewolf//Erupting Dreadwolf (Back)
Stalwart Shield-Bearers
Suicidal Charge
Sundial of the Infinite
Tangleclaw Werewolf//Fibrous Entangler (Back)
Tel-Jilad Defiance
Tel-Jilad Fallen
Thornling
Time Sieve
Ulrich of the Krallenhorde//Ulrich, Uncontested Alpha (Back)
Ulvenwald Captive//Ulvenwald Abomination (Back)
Unbender Tine
Valeron Outlander
Vectis Agents
Vedalken Outlander
Vildin-Pack Outcast//Dronepack Kindred (Back)
Voices from the Void
Voldaren Pariah//Abolisher of Bloodlines (Back)
Vraska the Unseen
Wall of Torches
Wandering Goblins
War-Spike Changeling
Warlord’s Axe
Weed-Pruner Poplar
Wild Leotau
Zealot il-Vec
Last edited by Xander9009 on 13 Oct 2016, 04:46, edited 1 time in total.
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Re: Community Wad

Postby tmxk2012917 » 12 Oct 2016, 21:05

Splinterverse wrote:
tmxk2012917 wrote:I attached the images of Sarkhan, the Dragonsepaker and Garruk, Wildspeaker to this message, including the original images and the ones I resized

I tried uploading by myself, nut I am not granted
Thanks for sharing these. I converted them to tdx format and uploaded them. They should appear the next time the .wad is updated. Thanks for helping us. It is much appreciated.
Thanks for your apply. A question is about Chandra. Was it included in the CW Art on Oct 11 ? She still has no image after I downloaded the CW art updated on Oct 11
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Re: Community Wad

Postby Xander9009 » 12 Oct 2016, 21:06

He just now uploaded it, so no, not yet. It'll be in after the repack tonight.
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Re: Community Wad

Postby Splinterverse » 12 Oct 2016, 21:51

Ok. I'm done for today.

All cards referenced are from the missing cards list.

Coded, tested, and uploaded:
Infectious Rage
Ironhoof Ox
Kudzu
Necrotic Plague
Spire Golem
Spirit Shackle
Spiritual Sanctuary
Spitfire Handler
Spurred Wolverine
Stalking Tiger
Starlight
Starlit Sanctum
Steam Vines
Steamflogger Boss
Stone Giant
Storm World
Stormfront Riders


Bugs Fixed:
Enduring Renewal -- was not allowing hand reveal on request; unfortunately RevealHand() just does not work; I had to use a ChooseItems where you don't actually choose any items. It works well and hopefully with the translated Ident messages it will make sense to those using it. Tested.
Lowland Oaf -- various issues; tested.
Uncontrolled Infestation -- typo's


Art Uploaded (HQ and missing unless otherwise noted):
Ageless Sentinels
Dead-Iron Sledge
Lancers en-Kor
Lim-Dûl’s Cohort
Necrotic Plague
Nomads en-Kor
Reparations
Shichifukujin Dragon -- LQ only
Stalwart Shield-Bearers
Stun Sniper
Suicidal Charge
Sundial of the Infinite
Tel-Jilad Defiance
Tel-Jilad Fallen
Thornling
Time Sieve
Unbender Tine
Valeron Outlander
Vedalken Outlander
Voices from the Void
Vraska the Unseen
Wall of Torches
Wandering Goblins
Warlord’s Axe
Weed-Pruner Poplar
Wild Leotau
Zealot il-Vec


Open Items:

-- As you can see, I was able to get a bunch of the art from the missing list you put up Xander (thanks for doing that). I can probably get the rest, but I ran out of time for today. :( I will check what's left on Friday when I return.

-- I did upload CW_CARDS_QUERY and CW_CARDS_TEXT as I intend to keep those updated as I code moving forward. Please let me know if they look okay.

-- Please let me know if ever the files don't come through. They disappear quickly for me in the auto-uploader. I do save back-ups of them all, including the art just in case.

-- Spirit Shackle might need to be tweaked. I had to use something weird that I saw in other cards to get the counters going, but it doesn't seem like the ideal implementation. If there's a better way, let me know and I can fix it. Here's what I am referring to:
| Open
parent:AddCounters( MTG():MinusOneMinusOneCounters(), 2 )
parent:AddCounters( MTG():PlusOnePlusZeroCounters(), 2 )
-- these add up to -0/-2, but you end up with more "counters" so a count of them if ever needed would be odd; I based this on other cards I saw out there so maybe it is the right way to go.

Next:

Back on Friday for more coding of the missing cards.
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