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Community Wad

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Re: Community Wad

Postby Splinterverse » 16 Dec 2016, 11:31

MasterXploder7 wrote:Transguild Courier isnt actually all 5 colors... unless Tender Bloom doesnt work properly... I am unsure.
I just opened this card in the latest mod. It appears to be missing its code. Only flavor/card text appears. It has authors/editors (Xander and TFM), so maybe there's an archived version saved somewhere?
Last edited by Splinterverse on 16 Dec 2016, 11:52, edited 1 time in total.
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Re: Community Wad

Postby Splinterverse » 16 Dec 2016, 11:34

thefiremind wrote:
tmxk2012917 wrote:Lightning Axe still has bug.

The opponent cast it and he only paid one mana. He then neither discarded a card nor paid extra 5 manas.
My guess (without looking at the code) about this: somehow you are allowed to cast it without having enough mana. If you don't have a spare {5} mana, it tries to pay them but it fails.
I tested it a week or so ago and it worked as expected when I was playing it. I didn't test it with the AI playing it.

A quick glance at the code, I don't see anything wrong, but here it is in case anyone else wants to take a look:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="LIGHTNING_AXE_CW_409925" />
   <CARDNAME text="LIGHTNING_AXE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightning Axe]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Hache d’éclairs]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hacha de relámpagos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Blitzaxt]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ascia Folgorante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[稲妻の斧]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[번개 도끼]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Топор Молний]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Machado Relampejante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[闪电斧]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[閃電斧]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="409925" />
   <ARTID value="LIGHTNING_AXE" />
   <ARTIST name="Jason A. Engle" />
   <CASTING_COST cost="{R}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spirits disturbed by ghoulcallers become geists driven by restless anger.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les esprits dérangés par les meneurs de goule deviennent des geists mus par une colère permanente.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los espíritus perturbados por los llamamuertos se convierten en geists conducidos por una rabia ciega.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Von Ghulrufern gestörte Geister werden von niemals enden wollender Wut getrieben.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gli spiriti disturbati dagli evocaghoul diventano geist posseduti da una rabbia incessante.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[グール呼びに眠りを妨げられた霊は、安息なき怒りに駆られて亡霊となる。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[악귀소환술사가 정신을 어지럽힌 신령은 쉴새 없이 분노하는 심령으로 변한다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Духи, потревоженные призывателями упырей, становятся привидениями, движимыми неутолимой злобой.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espíritos perturbados pelos invocadores de carniçais se tornam geists movidos por uma fúria incessante.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[受尸鬼牧者侵扰的鬼魂成为受无尽愤怒驱使的游魂。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[受屍鬼牧者侵擾的鬼魂成為受無盡憤怒驅使的遊魂。]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Instant" />
   <EXPANSION value="SOI" />
   <RARITY metaname="U" />
    <UTILITY_ABILITY qualifier="Additional">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As an additional cost to cast Lightning Axe, discard a card or pay {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[En tant que coût supplémentaire pour lancer la Hache d’éclairs, défaussez-vous d’une carte ou payez {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Como coste adicional para lanzar el Hacha de relámpagos, descarta una carta o paga {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wirf als zusätzliche Kosten, um die Blitzaxt zu wirken, eine Karte ab oder bezahle {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Come costo addizionale per lanciare l’Ascia Folgorante, scarta una carta o paga {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[稲妻の斧を唱えるための追加コストとして、カード1枚を捨てるか{5}を支払う。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[번개 도끼를 발동하기 위한 추가비용으로, 카드 한 장을 버리거나 {5}를 지불한다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В качестве дополнительной стоимости разыгрывания Топора Молний сбросьте карту или заплатите {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Como custo adicional para conjurar Machado Relampejante, descarte um card ou pague {5}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[你可以弃一张牌或支付{5},以作为施放闪电斧的额外费用。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[你可以棄一張牌或支付{5},以作為施放閃電斧的額外費用。]]></LOCALISED_TEXT>
      <COST type="Generic">
         <PREREQUISITE>
            return EffectController():Hand_Count() &gt; 0 or EffectController():CanPayResourceCost(0)
         </PREREQUISITE>
         <RESOLUTION_TIME_ACTION>
            if EffectController() ~= nil and EffectController():Hand_Count() &gt; 0 and EffectController():CanPayResourceCost(0) then
               EffectController():BeginNewMultipleChoice()
                  EffectController():AddMultipleChoiceAnswer("CARD_QUERY_OPTION_DISCARD_A_CARD")
                  EffectController():AddMultipleChoiceAnswer("CARD_QUERY_OPTION_PAY_5")
               EffectController():AskMultipleChoiceQuestion("CARD_QUERY_PAY", EffectSource())
            end
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            if EffectController() ~= nil then
               if EffectController():Hand_Count() &gt; 0 and (EffectController():CanPayResourceCost(0) == false or EffectController():GetMultipleChoiceResult() == 0) then
                  local filter = ClearFilter()
                  filter:SetZone(ZONE_HAND, EffectController())
                  EffectController():ChooseItem("CARD_QUERY_CHOOSE_CARD_TO_DISCARD", EffectDC():Make_Targets(0))
               elseif EffectController():CanPayResourceCost(0) and (EffectController():Hand_Count() == 0 or EffectController():GetMultipleChoiceResult() == 1) then
                  EffectController():PayResourceCost(0)
               end
            end
         </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
            local Card = EffectDC():Get_Targets(0) and EffectDC():Get_Targets(0):Get_CardPtr(0)
            if Card ~= nil then
               Card:Discard()
            end
         </RESOLUTION_TIME_ACTION>
      </COST>
   </UTILITY_ABILITY>
   <UTILITY_ABILITY resource_id="0">
      <COST mana_cost="{5}" type="Mana" />
   </UTILITY_ABILITY>
    <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Lightning Axe deals 5 damage to target creature.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La Hache d’éclairs inflige 5 blessures à la créature ciblée.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Hacha de relámpagos hace 5 puntos de daño a la criatura objetivo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Blitzaxt fügt einer Kreatur deiner Wahl 5 Schadenspunkte zu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L’Ascia Folgorante infligge 5 danni a una creatura bersaglio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャー1体を対象とする。稲妻の斧はそれに5点のダメージを与える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물을 목표로 정한다. 번개 도끼는 그 생물에게 피해 5점을 입힌다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Топор Молний наносит 5 повреждений целевому существу.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Machado Relampejante causa 5 pontos de dano à criatura alvo.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[闪电斧对目标生物造成5点伤害。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[閃電斧對目標生物造成5點傷害。]]></LOCALISED_TEXT>
      <SFX text="TARGET_FIREBALL_PLAY" />
      <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_DEAL_5_DAMAGE" definition="1" compartment="1" count="1" />
      <TARGET_DEFINITION id="1">
         local filter = ClearFilter()
         filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
      </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
         local Target = EffectDC():Get_Targets(1):Get_CardPtr(0)
         if Target ~= nil then
            EffectSourceLKI():DealDamageTo(5, Target)
         end
      </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ENEMY_ONLY" />
   </SPELL_ABILITY>
   <AI_AVAILABILITY type="in_response" response_source="1" />
   <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
   <AI_AVAILABILITY window_step="end_of_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
   <AI_BASE_SCORE score="900" zone="ZONE_HAND" />
   <AUTHOR><![CDATA[Xander9009]]></AUTHOR>
   <EDITORS><![CDATA[Xander9009, Xander9009, Xander9009]]></EDITORS>
   <DATE><![CDATA[27-04-16, 14-05-16, 30-05-16]]></DATE>
</CARD_V2>
---------------------------------------------
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Re: Community Wad

Postby Xander9009 » 16 Dec 2016, 17:23

Splinterverse wrote:
MasterXploder7 wrote:Unaware if this affects all the origins planeswalkers, but Jace, Telepath Unbound (Flip of Jace, Vyrn's Prodigy) doesn't follow the planeswalker rule in-game.
I fixed, tested, and added this to the mod around the 7th. Have you downloaded the latest .wad file?
The file's metadata says it was last modified in August.

----

I've modified Lightning Axe. It was coded in such a way that it should have skipped the choice if you could only choose one or the other, opting only to ask if you actually had a choice. I'm afraid this is what was messing up, so I simplified it until I have the time to really debug it. Now, it just does the normal method: asks every time, and only lets you choose an option if you have the ability to pay it.

----

Splinterverse wrote:
MasterXploder7 wrote:Transguild Courier isnt actually all 5 colors... unless Tender Bloom doesnt work properly... I am unsure.
I just opened this card in the latest mod. It appears to be missing its code. Only flavor/card text appears. It has authors/editors (Xander and TFM), so maybe there's an archived version saved somewhere?
"Xander9009, thefiremind" is the default creator of cards made using my modified version of thefiremind's plugin with his universal generator. It was created, and I probably thought at the time it would properly handle it. I coded some 400-600 cards that way, and the vast majority worked perfectly, but I'm not surprised a few slipped through.

----

It turns out the engine may only be able to handle 1 color override. Cards like Pact Negation work fine, but if the same method is used with WUBRG, it doesn't do anything. It might possibly be able to handle fewer than 5 colors but more than 1, but I find that less likely than just 1 or all. Either way, that card works now using a normal ZONE_ANY static ability granting all 5 colors. Tested with Cleansing Beam* and Conflux.

*This one actually needed to be fixed, too. It was coded such that it only dealt damage to creatures sharing at least one color with the target. The issue there is that I didn't say it dealt damage to the target and... It wasn't dealing any damage to colorless creatures. It now does.
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Re: Community Wad

Postby Splinterverse » 16 Dec 2016, 19:30

Xander9009 wrote:The file's metadata says it was last modified in August.
I didn't modify Jace, Telepath Unbound. I mirrored one of the other origins planeswalkers by modifying the Jace, Vyrn's Prodigy side of the card. I did test it and it worked.
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Re: Community Wad

Postby Xander9009 » 16 Dec 2016, 19:35

Splinterverse wrote:
Xander9009 wrote:The file's metadata says it was last modified in August.
I didn't modify Jace, Telepath Unbound. I mirrored one of the other origins planeswalkers by modifying the Jace, Vyrn's Prodigy side of the card. I did test it and it worked.
Okay, good. That one was updated on the 7th.
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Re: Community Wad

Postby Splinterverse » 16 Dec 2016, 21:31

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

Coded, tested, and uploaded:
Comeuppance
Counterlash
Cycle of Life
Delif's Cube
Dismantle
Distant Memories
Divine Presence
Dream Tides
Energy Arc
Fiery Confluence
Giant Turtle
Parallax Dementia
Preferred Selection

HQ art uploaded:
Liliana's Indignation -- HQ upgrade

Open Items:

-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.

-- Xander, I tried COMPOUND_TYPE_ENCHANTMENT_VANGUARD and COMPOUND_TYPE_VANGUARD_ENCHANTMENT in CW_CARD_QUERY_SPLINTERVERSE and it didn't show the type as Vanguard on the Vanguard cards. Perhaps you haven't done your work with the list yet? If so, would you let me know when it's ready and I'll test it again.

-- Is there a trick to getting an aura's parent in a triggered ability? I can't for the life of me access it. I've tried LKI, without LKI, etc. This is for Nettlevine Blight.

-- Cyclopean Giant http://pastebin.com/A3C0R7ZX I've tried many many many ways to get this card to exile itself after it's Swamp ability fires and have had no success. I've tried different triggers and preserving the pointer in various ways (including a delayDC attempt). Debug in every version I've tried shows that the EffectSource() is nil. Everything else works as it should.

-- Elemental Resonance http://pastebin.com/MmLnnnY4 This one always displays the correct mana symbols on screen, but when the parent is a multi-color card, the mana can't be spent. If it's a mono-color card, the mana is able to be spent. Very odd.

-- Harsh Judgment http://pastebin.com/MSgPZbQh It's not preventing damage from instants or sorceries of the chosen color.
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Re: Community Wad

Postby Xander9009 » 17 Dec 2016, 01:53

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

Coded, tested, and uploaded:
Comeuppance
Counterlash
Cycle of Life
Delif's Cube
Dismantle
Distant Memories
Divine Presence
Dream Tides
Energy Arc
Fiery Confluence
Giant Turtle
Parallax Dementia
Preferred Selection

HQ art uploaded:
Liliana's Indignation -- HQ upgrade

Open Items:

-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.

-- Xander, I tried COMPOUND_TYPE_ENCHANTMENT_VANGUARD and COMPOUND_TYPE_VANGUARD_ENCHANTMENT in CW_CARD_QUERY_SPLINTERVERSE and it didn't show the type as Vanguard on the Vanguard cards. Perhaps you haven't done your work with the list yet? If so, would you let me know when it's ready and I'll test it again.

-- Is there a trick to getting an aura's parent in a triggered ability? I can't for the life of me access it. I've tried LKI, without LKI, etc. This is for Nettlevine Blight.

-- Cyclopean Giant http://pastebin.com/A3C0R7ZX I've tried many many many ways to get this card to exile itself after it's Swamp ability fires and have had no success. I've tried different triggers and preserving the pointer in various ways (including a delayDC attempt). Debug in every version I've tried shows that the EffectSource() is nil. Everything else works as it should.

-- Elemental Resonance http://pastebin.com/MmLnnnY4 This one always displays the correct mana symbols on screen, but when the parent is a multi-color card, the mana can't be spent. If it's a mono-color card, the mana is able to be spent. Very odd.

-- Harsh Judgment http://pastebin.com/MSgPZbQh It's not preventing damage from instants or sorceries of the chosen color.
The work with the list won't affect the displayed text. The list is just to prevent things calling "CW_Filter_AddEnchantments()" and similar functions from getting the vanguard cards. I've done this just now, although it hasn't been tested at all. Make sure your CW_GENERAL and CW_FILTERS are updated, and then test out something that targets enchantments and another that targets permanents (and maybe another that target planeswalkers). If there's a problem, let me know and I'll make sure to devote the time needed to get it all working smoothly.

For the displayed type, I just tested in game and discovered that the type vanguard doesn't appear on the type line. This means that it probably won't be possible to get it to appear correctly. I checked, and CARD_TYPE_VANGUARD is defined in the text permanent file SYSTEM_TEXT0000.XML from DATA_CORE.WAD. However, the CARD_TYPES.TXT specs file does not contain vanguard, and so the engine doesn't consider it a valid card type. One workaround is to include a new enchantment type "Vanguard" and add it to each one. Include help text for how the vanguard subtype works, which I've already typed up (though it needs to be translated, like most of the CW's text permanent stuff).
"<HELP title="CW_MORE_INFO_TITLE_VANGUARD" body="CW_MORE_INFO_BODY_VANGUARD" zone="ZONE_ANY" />"

Also, you should be able to safely remove the protection and intrinsic abilities. They're meant to protect it from being targeted or destroyed or affected, but there shouldn't be any cards remaining for it to need protection from. They've all been fixed (or should be) to use CW_Filter_AddPermanents() and similar functions. The manager tokens don't even really need those anymore, but they're invisible, so it doesn't really matter. Since these are visible, it'll clean up the look quite a bit, and they don't actually add anything useful. If you discover issues after removing them, let me know.

For Nettlevine Blight, the ability should be granted, which means that EffectSource() from within that ability would be the parent itself. You should be able to use EffectSource() to get the parent and use Object() to get the enchantment. Bear Umbra should use the same basic idea (albeit without referencing the enchantment from within the ability). If Object() doesn't work, use a LinkedDC and set EffectSource() inside of that. That should work.

Underworld Cerberus works, and it exiles itself. Greenwarden of Murasa and Moldgraf Monstrosity are both broken, unfortunately.

Elemental Resonance: I'm not certain why it isn't working, but you could parse it yourself. Whatever the issue is, that should fix it.
Code: Select all
<RESOLUTION_TIME_ACTION>
   local sManaString = ""
   sManaString = S_GetManaCostString(EffectSource():GetParent(), EffectController(), 0)
   for sSymbol in string.gmatch(sManaString, "({[^}]+})") do
      if string.match(sSymbol, "W") then
         RSN_ProduceNoTrigger("{W}", 1)
      elseif string.match(sSymbol, "U") then
         RSN_ProduceNoTrigger("{U}", 1)
      elseif string.match(sSymbol, "B") then
         RSN_ProduceNoTrigger("{B}", 1)
      elseif string.match(sSymbol, "R") then
         RSN_ProduceNoTrigger("{R}", 1)
      elseif string.match(sSymbol, "G") then
         RSN_ProduceNoTrigger("{G}", 1)
      else
         sSymbol = tonumber(sSymbol:sub(2, -2))
         if sSymbol ~= nil then
            RSN_ProduceNoTrigger("{1}", sSymbol)
         end
      end
   end
   RSN_FireManaTrigger()
</RESOLUTION_TIME_ACTION>
Harsh Judgment shouldn't be preventing damage. It's not prevention, but rather is redirection. See Empyrial Archangel or Aegis of Honor (which I just corrected to use the same method as the archangel and tested). For the issue at hand, instead of checking if "TriggerObject():GetColour() == SomeColour", check for "TriggerObject():GetColour():Test(SomeColour)". GetColour() doesn't return a colour (which would just be a number). It returns a 'colour object', which can only be properly interacted with via the functions provided by the developers.

Probably flawed theoretical rambling | Open
To be fair, we can technically interact with the objects, but they're of type UserData, which is Lua's way of saying it's a blob of 1s and 0s that aren't directly handled by Lua at all. They could be as simple as a single small array, one bit per colour, each set to 1 or 0. They could also be as complex as a C++ object being passed into Lua and manipulated internally using calls to the C++ libraries. But that's all very much outside of my definite understanding of the situation, and for simplicity's sake, we can't do anything with them except what the developers accounted for...
Last edited by Xander9009 on 17 Dec 2016, 15:24, edited 1 time in total.
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Re: Community Wad

Postby thefiremind » 17 Dec 2016, 10:23

Xander9009 wrote:For Nettlevine Blight, the ability should be granted, which means that EffectSource() from within that ability would be the parent itself. You should be able to use EffectSource() to get the parent and use Object() to get the enchantment.
As far as I know, it doesn't work that way. In fact, Magic Duels has a new function called AbilityOrigin (which makes Nettlevine Blight trivial). It wouldn't be the first time that they introduce a function for something that's already covered elsewhere, but I think EffectSource() in a granted ability still refers to the card who currently has the ability (otherwise you would have problems when you actually need EffectSource to behave like we are used to).

@Splinterverse: as I already suggested, you can code Nettlevine Blight so that it lets you move any aura called Nettlevine Blight attached to the parent, rather than exactly the ability source, and it won't matter most of the times.

Xander9009 wrote:that card works now using a normal ZONE_ANY static ability granting all 5 colors.
This actually seems to be the preferred way to override colors: official devoid cards use this exact same method.
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Re: Community Wad

Postby Splinterverse » 17 Dec 2016, 11:40

thefiremind wrote:@Splinterverse: as I already suggested, you can code Nettlevine Blight so that it lets you move any aura called Nettlevine Blight attached to the parent, rather than exactly the ability source, and it won't matter most of the times.
I tried that approach and couldn't get it to work for this situation (I have used the technique for other auras/equipment, none of them involving movement). I've got it moving to the newly chosen land/creature. It's the sacrifice that I'm struggling with since the parent keeps ending up nil. I'll try some of what Xander suggested when I have time to see if that fixes it.
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Re: Community Wad

Postby Splinterverse » 17 Dec 2016, 13:14

Xander9009 wrote:The work with the list won't affect the displayed text. The list is just to prevent things calling "CW_Filter_AddEnchantments()" and similar functions from getting the vanguard cards. I've done this just now, although it hasn't been tested at all. Make sure your CW_GENERAL and CW_FILTERS are updated, and then test out something that targets enchantments and another that targets permanents (and maybe another that target planeswalkers). If there's a problem, let me know and I'll make sure to devote the time needed to get it all working smoothly.

For the displayed type, I just tested in game and discovered that the type vanguard doesn't appear on the type line. This means that it probably won't be possible to get it to appear correctly. I checked, and CARD_TYPE_VANGUARD is defined in the text permanent file STSTEM_TEXT0000.XML from DATA_CORE.WAD. However, the CARD_TYPES.TXT specs file does not contain vanguard, and so the engine doesn't consider it a valid card type. One workaround is to include a new enchantment type "Vanguard" and add it to each one. Include help text for how the vanguard subtype works, which I've already typed up (though it needs to be translated, like most of the CW's text permanent stuff).
"<HELP title="CW_MORE_INFO_TITLE_VANGUARD" body="CW_MORE_INFO_BODY_VANGUARD" zone="ZONE_ANY" />"

Also, you should be able to safely remove the protection and intrinsic abilities. They're meant to protect it from being targeted or destroyed or affected, but there shouldn't be any cards remaining for it to need protection from. They've all been fixed (or should be) to use CW_Filter_AddPermanents() and similar functions. The manager tokens don't even really need those anymore, but they're invisible, so it doesn't really matter. Since these are visible, it'll clean up the look quite a bit, and they don't actually add anything useful. If you discover issues after removing them, let me know.
Thank you for getting the list part handled and creating the info text. How do I add the new subtype? I opened the subtype.lol file and I don't see any custom enchantment ones so I'm not sure how to get the first number.

I've modified one to test with the subtype added, the info block added, and the intrinsic abilities removed. Once it works, I'll go through and update the others.
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Re: Community Wad

Postby Xander9009 » 17 Dec 2016, 14:29

thefiremind wrote:
Xander9009 wrote:For Nettlevine Blight, the ability should be granted, which means that EffectSource() from within that ability would be the parent itself. You should be able to use EffectSource() to get the parent and use Object() to get the enchantment.
As far as I know, it doesn't work that way. In fact, Magic Duels has a new function called AbilityOrigin (which makes Nettlevine Blight trivial). It wouldn't be the first time that they introduce a function for something that's already covered elsewhere, but I think EffectSource() in a granted ability still refers to the card who currently has the ability (otherwise you would have problems when you actually need EffectSource to behave like we are used to).
I'm slightly confused. When you say that EffectSource() still refers to the card that currently has the ability, that's what I was saying. EffectSource() from within a granted ability refers to the parent (the card being granted the ability).

However, you're still right that it doesn't work because Object() also returns the parent. And the LinkedDC method doesn't work anyway because the LinkedDC contents aren't linked, apparently, which is a shame (not that it really would have mattered, since you already detailed what should be a working method).
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Re: Community Wad

Postby Xander9009 » 17 Dec 2016, 14:44

Splinterverse wrote:How do I add the new subtype? I opened the subtype.lol file and I don't see any custom enchantment ones so I'm not sure how to get the first number.
Subtypes are all listed on the decompilable LOL contents page on the wiki: http://www.slightlymagic.net/wiki/DotP_ ... L_contents

You'll notice the section for enchantments looks like this:
Code: Select all
CARD_TYPE_ARTIFACT = 0
CARD_TYPE_CREATURE = 1
CARD_TYPE_ENCHANTMENT = 2
...other card types...
...supertypes...
SIZE_OF_TYPE_BAND = 1000
...artifacts...
ENCHANTMENT_TYPES = SIZE_OF_TYPE_BAND * CARD_TYPE_ENCHANTMENT
ENCHANTMENT_TYPE_AURA = ENCHANTMENT_TYPES
ENCHANTMENT_TYPE_SHRINE = ENCHANTMENT_TYPE_AURA + 1
ENCHANTMENT_TYPE_CURSE = ENCHANTMENT_TYPE_SHRINE + 1
So, ENCHANTMENT_TYPES is 2000 (1000 * 2). ENCHANTMENT_TYPE_AURA is also 2000. ENCHANTMENT_TYPE_SHRINE is 2001, and ENCHANTMENT_TYPE_CURSE is 2002. The next one available is 2003. Add in a constant for ENCHANTMENT_TYPE_COUNT, but do not include vanguard in that count. It should be set to 3.

You'll also need to open up the specs folder and add VANGUARD to the end of ENCHANTMENT_TYPES.TXT (which doesn't yet exist, so you'll need to make it and include AURA, SHRINE, and CURSE as well). Finally, add ENCHANTMENT_TYPE_VANGUARD to the CW_SUBTYPES.XML text permanent file.

That should be everything that's needed to add a new subtype. The same method is used for all other card types except planeswalkers (which need the lists in D14_PLW.LOL updated as well, and don't have a maintained list in CW_SUBTYPES.LOL).

Since the decompilable LOL contents lists artifacts before enchantments, do the same in the function file.

Finally, note that you'll need to upload the specs file directly to the SPECS folder. The auto-upload tool will not move txt files.

Sorry if I missed anything. If it doesn't work, don't worry about it too much; it's probably my fault. Subtypes aren't added often, so every time I do it, there's a bit 'reinventing the wheel' going on.
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Re: Community Wad

Postby Splinterverse » 17 Dec 2016, 16:05

Hey, Xander. Thanks for the rundown on adding the types. I will attempt that today or tomorrow.

I tested a Vanguard card without the intrinsic abilities. It was immune to Back to Nature and Allay, but not Boomerang. So I'm guessing that something more is needed when the target is a "permanent."
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Re: Community Wad

Postby Xander9009 » 17 Dec 2016, 16:38

Splinterverse wrote:Hey, Xander. Thanks for the rundown on adding the types. I will attempt that today or tomorrow.

I tested a Vanguard card without the intrinsic abilities. It was immune to Back to Nature and Allay, but not Boomerang. So I'm guessing that something more is needed when the target is a "permanent."
Boomerang was still using FE_IS_PERMANENT instead of CW_Filter_AddPermanent(). I'll recheck for all instances of FE_IS_PERMANENT and replace them all today. Unfortunately, there are 361 initial results, so it might take awhile to make sure they're done right. I thought I'd already done that, but apparently hadn't.
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Re: Community Wad

Postby Splinterverse » 17 Dec 2016, 17:13

Xander9009 wrote:
Splinterverse wrote:Hey, Xander. Thanks for the rundown on adding the types. I will attempt that today or tomorrow.

I tested a Vanguard card without the intrinsic abilities. It was immune to Back to Nature and Allay, but not Boomerang. So I'm guessing that something more is needed when the target is a "permanent."
Boomerang was still using FE_IS_PERMANENT instead of CW_Filter_AddPermanent(). I'll recheck for all instances of FE_IS_PERMANENT and replace them all today. Unfortunately, there are 361 initial results, so it might take awhile to make sure they're done right. I thought I'd already done that, but apparently hadn't.
Oh, wow. Thanks for the effort. Appreciate the help.
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