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Re: Community Wad

Postby Splinterverse » 06 Nov 2016, 20:18

thefiremind wrote:
Xander9009 wrote:The closest post I know of to that was my own: viewtopic.php?f=109&t=15783&p=185269&hilit=Reveal#p185269

But it's more about revealing before choosing, not revealing only in the first action.
That must be the one, I simply couldn't remember exactly what it was about. Thanks for retrieving it. :)
Yeah. I've been deliberating trying to keep the reveal actions in their own blocks to avoid the problem. I've been making chests and sharing them, but I am continuing to put Reveal() and RevealHand() where those should work in the event that someday we find a fix (or need to search for these to replace them with a fix).
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Re: Community Wad

Postby Splinterverse » 06 Nov 2016, 20:33

Finished coding for today; all cards referenced are from the missing cards list.

Coded, tested, and uploaded:
Copper-Leaf Angel
Illusionary Presence
Illusory Ambusher
Impatience
Infernal Kirin
Inflame
Infused Arrows
Inner-Flame Igniter
Inquisition
Insidious Dreams
Insubordination
Ironclaw Curse
Isolation Cell
Ixidor's Will
Jabari's Banner
Jaded Response
Jaws of Stone
Jester's Mask
Johan
Juxtapose
Kamahl's Summons
Karlov of the Ghost Council
Keeper of the Dead
Kill Switch
Knight of the Mists

Bugs fixed:
Field of Reality -- was using EffectParent, which doesn't exist.
Righteous Authority -- was checking controller of aura instead of enchanted creature controller
Soul Barrier -- was not asking player if he/she wanted to pay

HQ art uploaded (all were missing):
Illusory Ambusher
Inner-Flame Igniter

Open Items:

-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.

-- Where are the help block messages stored for abilities? I can't seem to find them in the lol files. I would like to add some (if possible; and if not, is there an alternative to add info)?

-- Infernal Harvest http://pastebin.com/BJPLRY55 The log says that the SetTargetCount is nil, but I've used LKI_shield in the cost. Is there something else needed here?

-- Invader Parasite http://pastebin.com/6PSTnW9v Nothing happens when the opponent plays the chosen land. It doesn't even show animation, which leads me to believe it's not recognizing the LinkedDC or something. I've tried the custom name functions as well, but no luck.

-- Ivory Gargoyle http://pastebin.com/YvAu2veb Does not return from the graveyard and does not prevent draw. The animation runs when it first enters the graveyard. I've tried removing one of the delayed triggers, but that didn't work either.

-- Knollspine Invocation http://pastebin.com/1Zjua32j This one might not be possible. I can't get it to be activate-able. My guess is because it's waiting for the second cost (discard) to be available, but we don't know the cmc until after X is paid (the other cost).

Next:

Back on Tuesday for more coding.
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Re: Community Wad

Postby Xander9009 » 06 Nov 2016, 20:43

Infernal Harvest: Your COST uses definition and compartment 1, but your COST_DEFINITION uses id 0. That 0 should be 1.

Invader Parasite: Line 74: "== land". Remove that. Just leave it as "...and TriggerObject():GetCardType():Test( CARD_TYPE_LAND ) and..."

Ivory Gargoyle: Line 54: "EffectDC():Get_CardPtr(0)" should be "EffectSource()". Also, your draw-step skipping ability doesn't checking whose draw step it is before skipping it.

Knollspine Invocation: If what you say is correct, then try putting the discard code above the mana code. Allow them to discard any card whose CMC is one they can afford, and make the mana cost a generic cost. If the PREREQUISITE block, if the discarded card is nil (hasn't been chosen yet), then return true. If it's not nil (it's been chosen), make them pay X.
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Re: Community Wad

Postby thefiremind » 06 Nov 2016, 21:38

Xander9009 wrote:Knollspine Invocation: If what you say is correct, then try putting the discard code above the mana code. Allow them to discard any card whose CMC is one they can afford, and make the mana cost a generic cost. If the PREREQUISITE block, if the discarded card is nil (hasn't been chosen yet), then return true. If it's not nil (it's been chosen), make them pay X.
That's the same method I would have suggested, more or less: I would have done everything in one generic cost because I don't know if you can read EffectDC from PREREQUISITE.
Code: Select all
<COST type="Generic">
<PREREQUISITE>
local player = EffectController()
local filter = ClearFilter()
filter:SetZone(ZONE_HAND, player)
filter:Add( FE_CMC, OP_LESS_THAN_OR_EQUAL_TO, player:GetTotalMana() )
return filter:CountStopAt(1) == 1
</PREREQUISITE>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
local filter = ClearFilter()
filter:SetZone(ZONE_HAND, player)
filter:Add( FE_CMC, OP_LESS_THAN_OR_EQUAL_TO, player:GetTotalMana() )
player:ChooseItem( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD", EffectDC():Make_Targets(10) )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local chest = EffectDC():Get_Targets(10)
local card = chest:Get_CardPtr(0)
if card ~= nil then
   EffectController():PayManaCost("{"..card:GetConvertedManaCost().."}")
   chest:LKIShield_CardPtr(0)
   card:Discard()
end
</RESOLUTION_TIME_ACTION>
</COST>
Since the pointer has been LKI-shielded, you should be able to access it from the ability resolution and retrieve the converted mana cost again. Or save it in another register if you prefer, the result should be identical.
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Re: Community Wad

Postby Splinterverse » 06 Nov 2016, 21:58

Thanks for the tips Xander and thefiremind. I will give those a try.

Art uploaded (all were missing and are HQ):
Absolver Thrull
Angelic Field Marshal
Anya, Merciless Angel
Arachnogenesis
Ashen-Skin Zubera
Assault Suit
Awaken the Sky Tyrant
Bastion Protector
Bitter Feud
Bloodcrazed Goblin
Boros Fury-Shield
Bösium Strip
Burning-Eye Zubera
Centaur Vinecrasher
Comeuppance
Command Beacon
Commander's Sphere
Corpse Augur
Curse of Chaos
Cylian Sunsinger
Dawnbreak Reclaimer
Daxos the Returned
Deadly Tempest
Death by Dragons
Death-Mask Duplicant
Demon of Wailing Agonies
Dread Summons
Dream Pillager
Dulcet Sirens
Eye of Doom
Ezuri, Claw of Progress
Ezuri's Predation
Fiery Confluence
Floating-Dream Zubera
From the Ashes
Gigantoplasm
Granite Shard
Grasp of Fate
Grave Consequences
Graven Dominator
Gravestorm
Graxiplon
Great Oak Guardian
Greatbow Doyen
Greater Harvester
Greater Werewolf
Gremlin Mine
Grief Tyrant
Grifter's Blade
Grim Reminder
Grimoire Thief
Grip of Chaos
Grizzled Wolverine
Grollub
Gruesome Discovery
Guard Dogs
Guiding Spirit
Hail Storm
Halfdane
Hall of Gemstone
Hall of the Bandit Lord
Hallowed Healer
Halls of Mist
Hammerheim
Hankyu
Harm's Way
Harsh Judgment
Harvest Mage
Havengul Lich
Hazduhr the Abbot
Head Games
Heart of Bogardan
Heartstone
Heartwood Dryad
Heartwood Shard
Heat Stroke
Heat Wave
Heaven's Gate
Hellfire
Herald of Leshrac
Heroism
Hibernation's End
Homeward Path
Illusionist's Gambit
Impact Resonance
Ink-Treader Nephilim
Kaboom!
Kalemne, Disciple of Iroas
Kill-Suit Cultist
Koskun Falls
Kusari-Gama
Lim-Dul's Cohort
Lim-Dul's Hex
Lim-Dul's Paladin
Lush Growth
Malicious Affliction
Meren of Clan Nel Toth
Mindlock Orb
Mirror Match
Mizzix of the Izmagnus
Mizzix's Mastery
Nacatl War-Pride
Oath of Lim-Dul
Oloro, Ageless Ascetic
Opal Palace
Opal-Eye, Konda's Yojimbo
Order of Succession
Oreskos Explorer
Quenchable Fire
Righteous Confluence
Ring of Ma'rûf
Rite of the Raging Storm
Rushing-Tide Zubera
Sakura-Tribe Scout
Samite Censer-Bearer
Scion of the Ur-Dragon
Scythe Specter
Serene Master
Shaman en-Kor
Shared Trauma
Siege Behemoth
Skill Borrower
Skullbriar, the Walking Grave
Slayer's Cleaver
Spoils of Blood
Stormsurge Kraken
Stranglehold
Summary Dismissal
Surveyor's Scope
Tempt with Discovery
Tempt with Glory
Tempt with Immortality
Tempt with Reflections
Tempt with Vengeance
Thief of Blood
Thought Hemorrhage
Thousand-Year Elixir
Thunderfoot Baloth
Tyrant's Familiar
Varchild's War-Riders
Vengeful Archon
Verdant Confluence
Volcanic Offering
Well-Laid Plans
Wild Evocation
Wretched Confluence
Zada, Hedron Grinder
---------------------------------------------
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Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Re: Community Wad

Postby Finnical » 07 Nov 2016, 00:18

I am having a problem lately where the AI plays EXCEPTIONALLY poorly, not playing most spells or lands (but oddly, not none).

When this happened to me I was testing a commander deck (Ayli) and using Favor of the Gods to simulate commander rules with life totals and tutoring for Ayli. I think the bug may be occuring when I increase my opponents life totals.

Any idea what might be happening here?
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Re: Community Wad

Postby Splinterverse2 » 07 Nov 2016, 13:30

Finnical wrote:I am having a problem lately where the AI plays EXCEPTIONALLY poorly, not playing most spells or lands (but oddly, not none).

When this happened to me I was testing a commander deck (Ayli) and using Favor of the Gods to simulate commander rules with life totals and tutoring for Ayli. I think the bug may be occuring when I increase my opponents life totals.

Any idea what might be happening here?
Other than the AI control section of Favor, there isn't anything about that card that would make the AI essentially do nothing. If you are cognizant of how you are using the AI control section, then you can rule that out.

Others can explain this better than I, but every card has an AI component to it. We have to tell the AI who it should and shouldn't target. We have to tell it when the spell is available for use. Also, the AI is known to have issues with some nonbasic lands. It doesn't quite know what to do with them. However, there are, in some cases, alternative AI versions and Xander is working on improving this.

Given the sheer number of cards, it could be that you have given the AI a deck with a lot of cards that don't have sufficient AI code in them. In the deck builder, you can right-click to view the card's XML. If you don't see AI blocks, then the cards may be hard for the AI to use. After you've looked at that, if you post a few example cards that are not being used by the AI, we might be able to provide more help.
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Re: Community Wad

Postby Finnical » 07 Nov 2016, 23:32

I tested my AI problem with the DOTP 2014 base decks. AI opponent had lands in hand and didn't play them, and had spells including basic creatures that it had enough mana to summon.
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Re: Community Wad

Postby tmxk2012917 » 08 Nov 2016, 04:43

Splinterverse wrote:Finished coding for today; all cards referenced are from the missing cards list.

Coded, tested, and uploaded:
Copper-Leaf Angel
Illusionary Presence
Illusory Ambusher
Impatience
Infernal Kirin
Inflame
Infused Arrows
Inner-Flame Igniter
Inquisition
Insidious Dreams
Insubordination
Ironclaw Curse
Isolation Cell
Ixidor's Will
Jabari's Banner
Jaded Response
Jaws of Stone
Jester's Mask
Johan
Juxtapose
Kamahl's Summons
Karlov of the Ghost Council
Keeper of the Dead
Kill Switch
Knight of the Mists

Bugs fixed:
Field of Reality -- was using EffectParent, which doesn't exist.
Righteous Authority -- was checking controller of aura instead of enchanted creature controller
Soul Barrier -- was not asking player if he/she wanted to pay

HQ art uploaded (all were missing):
Illusory Ambusher
Inner-Flame Igniter

Open Items:

-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.

-- Where are the help block messages stored for abilities? I can't seem to find them in the lol files. I would like to add some (if possible; and if not, is there an alternative to add info)?

-- Infernal Harvest http://pastebin.com/BJPLRY55 The log says that the SetTargetCount is nil, but I've used LKI_shield in the cost. Is there something else needed here?

-- Invader Parasite http://pastebin.com/6PSTnW9v Nothing happens when the opponent plays the chosen land. It doesn't even show animation, which leads me to believe it's not recognizing the LinkedDC or something. I've tried the custom name functions as well, but no luck.

-- Ivory Gargoyle http://pastebin.com/YvAu2veb Does not return from the graveyard and does not prevent draw. The animation runs when it first enters the graveyard. I've tried removing one of the delayed triggers, but that didn't work either.

-- Knollspine Invocation http://pastebin.com/1Zjua32j This one might not be possible. I can't get it to be activate-able. My guess is because it's waiting for the second cost (discard) to be available, but we don't know the cmc until after X is paid (the other cost).

Next:

Back on Tuesday for more coding.
Ijust downloaded the latest CW which was updated today but no card in the list above could be found
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Re: Community Wad

Postby Splinterverse » 08 Nov 2016, 10:10

tmxk2012917 wrote:I just downloaded the latest CW which was updated today but no card in the list above could be found
I'm glad you checked. I have just confirmed what you said. Since the last time this happened, I've started watching the upload and making sure it says complete before I close the Auto-Upload window. I just logged in to the drive and the files aren't showing in the recent list. The files I uploaded before and after are, but not these. I guess I will start checking the recent files list after I get the complete message.

I am re-uploading all of those files from that list now. Sorry for the inconvenience and thank you for checking.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Re: Community Wad

Postby Splinterverse » 08 Nov 2016, 11:35

Question . . . is there a way to filter using a filter block and then in the RTA that follows, add all of the filter cards to a DC? I know how to do this when the filter is inside the RTA, but not when it is outside. It has to be outside because I am using a LUA_CONDITION in the filter.
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The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Re: Community Wad

Postby thefiremind » 08 Nov 2016, 12:20

Splinterverse wrote:It has to be outside because I am using a LUA_CONDITION in the filter.
What the game really does with FILTER blocks and associated action blocks is to repeat the action once for each filtered card. So you could do:
Code: Select all
<FILTER filter_id="0">
local filter = ClearFilter()
-- Filter as you wish
</FILTER>
<RESOLUTION_TIME_ACTION>
EffectDC():Make_Chest(1)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
   local chest = EffectDC():Get_Chest(1)
   chest:Set_CardPtr( chest:Count(), FilteredCard() )
end
</RESOLUTION_TIME_ACTION>
If I had to do this myself, however, I would probably choose to use EvaluateObjects rather than a FILTER block, just because I think it's more intuitive:
Code: Select all
<RESOLUTION_TIME_ACTION>
local chest = EffectDC():Make_Chest(1)
local filter = ClearFilter()
-- Filter as you wish
local count = filter:EvaluateObjects()
for i=0,count-1 do
   chest:Set_CardPtr( i, filter:GetNthEvaluatedObject(i) )
end
</RESOLUTION_TIME_ACTION>
The result should be the same. And don't worry about implications of using FE_LUA_CONDITION: as long as you have the FILTER_CONDITION block inside an ability, it's accessible from any block within that ability (not just FILTER).
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Re: Community Wad

Postby Splinterverse » 08 Nov 2016, 16:08

Thanks for the tip, thefiremind. I will definitely use that.

Next question -- when comparing a color in a filter (a la FE_COLOUR, OP_IS, COLOUR_RED) what is actually being compared? Is it an integer or a string?

I am going to pass the colour to the filter and I'm not sure if I should store it as an integer or string.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Re: Community Wad

Postby Splinterverse » 08 Nov 2016, 16:08

Splinterverse wrote:Thanks for the tip, thefiremind. I will definitely use that.

Next question -- when comparing a color in a filter (a la FE_COLOUR, OP_IS, COLOUR_RED) what is actually being compared? Is it an integer or a string? And, if it's an integer, what integer corresponds to each color?

I am going to pass the colour to the filter and I'm not sure if I should store it as an integer or string.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
Splinterverse
 
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