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2014




Community Wad
Moderator: CCGHQ Admins
Re: Community Wad
by Splinterverse » 17 Dec 2016, 19:38
Finished coding for today; all cards referenced are from the missing cards list.
Coded, tested, and uploaded:
Barbarian Bully
Bloodcrazed Goblin
Bone Dancer
Booby Trap
Bottled Cloister
Brace for Impact
Brine Hag
Cyclopean Giant
Keldon Twilight
Krovikan Horror
Bugs fixed:
Test of Faith -- was asking for a player selection and preventing damage to a player; tested
Open Items:
-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.
Coded, tested, and uploaded:
Barbarian Bully
Bloodcrazed Goblin
Bone Dancer
Booby Trap
Bottled Cloister
Brace for Impact
Brine Hag
Cyclopean Giant
Keldon Twilight
Krovikan Horror
Bugs fixed:
Test of Faith -- was asking for a player selection and preventing damage to a player; tested
Open Items:
-- CW_CARD_QUERY_SPLINTERVERSE has been updated and uploaded.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by thefiremind » 17 Dec 2016, 22:47
I'm sorry, somehow I interpreted the opposite of what you wrote. Anyway, it doesn't matter that much, the enchantment still can't be retrieved, one way or the other.Xander9009 wrote: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).

I can't understand how the parent could become nil: you are operating from a granted ability on the parent itself, so you should be able to refer to it with EffectSource(). First let the player select a Nettlevine Blight attached to the source; then move the selected aura and sacrifice the source, both things in the same action.Splinterverse wrote: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
by Splinterverse2 » 17 Dec 2016, 23:23
That's because I am no longer using a granted ability. With a granted ability, I could never get it to move, so I thought I would try doing it directly on the aura. That made the movement work, but gave me a nil parent.thefiremind wrote:I'm sorry, somehow I interpreted the opposite of what you wrote. Anyway, it doesn't matter that much, the enchantment still can't be retrieved, one way or the other.Xander9009 wrote: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).I can't understand how the parent could become nil: you are operating from a granted ability on the parent itself, so you should be able to refer to it with EffectSource(). First let the player select a Nettlevine Blight attached to the source; then move the selected aura and sacrifice the source, both things in the same action.Splinterverse wrote: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
by thefiremind » 18 Dec 2016, 09:57
Could it be because you were sacrificing the parent before moving the aura? By doing both things in the same action you are always rule-compliant as far as I know, but the aura is probably ditched too soon if you sacrifice first.Splinterverse2 wrote:With a granted ability, I could never get it to move
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Re: Community Wad
by Splinterverse » 18 Dec 2016, 11:20
I tried both just to see if I could figure out what the problem was but no luck. I don't have that version of the code any more unfortunately. Sometimes I back up before I go in a different direction, and I didn't in this case.thefiremind wrote:Could it be because you were sacrificing the parent before moving the aura? By doing both things in the same action you are always rule-compliant as far as I know, but the aura is probably ditched too soon if you sacrifice first.Splinterverse2 wrote:With a granted ability, I could never get it to move
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by Splinterverse » 18 Dec 2016, 11:42
Xander, I'm noticing the HQ art upgrades I've been uploading aren't making it into the .wad. Is it because the auto-upload is seeing them as duplicates? Three recent examples: Hornet Nest, Paragon of Open Graves, and Mercurial Pretender.
I have a bunch more for M15 and perhaps some for C16 to upload soon.
I have a bunch more for M15 and perhaps some for C16 to upload soon.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by Splinterverse » 18 Dec 2016, 12:21
Xander, I've created the specs file (ENCHANTMENT_TYPES.TXT) and updated the text permanent file (CW_SUBTYPES.XML), but I'm not sure what file I should be doing the above in. I've looked at CW_CONSTANTS.LOL and CW_SUBTYPE.LOL and I don't see artifacts to list enchantments after. Am I looking in the wrong place?Xander9009 wrote: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: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.
- 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
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.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by Xander9009 » 18 Dec 2016, 16:21
Regarding the HQ art, they're included. I'm not sure why you wouldn't be seeing the updates, but Hornet Nest and Paragon of Open Graves were updated on the 7th and Mercurual Pretender was updated on the 11th. And they're in the current DATA_DLC_CW_ART_UPDATE.WAD file, so they should be visible. Are you certain you have the most recent art update file? It was updated last night, but I can't say for certain about before that, because unlike the core, the art isn't backed up each time it's repacked.
For the subtype question: CW_SUBTYPE.XML lists artifacts on lines 66-68. So you can insert "ENCHANTMENT_TYPE_COUNT = 3" and "ENCHANTMENT_TYPE_VANGUARD = 2003" on line 70.
For the subtype question: CW_SUBTYPE.XML lists artifacts on lines 66-68. So you can insert "ENCHANTMENT_TYPE_COUNT = 3" and "ENCHANTMENT_TYPE_VANGUARD = 2003" on line 70.
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Re: Community Wad - Sync Tool Update
by Xander9009 » 18 Dec 2016, 16:42
The sync tool apparently had a small bug. AHK's FileReadLine function doesn't have a default, and if the file it's supposed to be reading doesn't exist, then the variable storing the result will not be altered at all, not even to be made blank. So, if you delete, e.g., the art update file and its version file, then when it goes to check which version you have, it will still think you have the deleted version. The updated sync tool (in the public tools folder, link in OP at the end of "Instructions", which is linked in my signature) will correctly wipe all variables before using FileReadLine to read anything. So, if you delete the art update or another file it's supposed to be syncing based on a version file, it should correctly handle this situation now.
@Splinterverse: This might be what caused your issue. I noticed my DATA_DLC_ART_UPDATE.WAD file was missing and couldn't figure out why. It must have been deleted (by the tool itself, probably) and never replaced because the sync tool thought the old version was still there and up to date.
EDIT: I've just discovered that the deck builder doesn't use the "order" attribute within a wad's header files. So, it may just use whichever it comes to first. In-game, however, they appear correctly. The files in the art update wad will take precedence. I'm not sure why or how to fix it, but I'll ask Riiak about it when I get a chance. (I'm preparing to head out for the day, so it will probably be tomorrow.)
@Splinterverse: This might be what caused your issue. I noticed my DATA_DLC_ART_UPDATE.WAD file was missing and couldn't figure out why. It must have been deleted (by the tool itself, probably) and never replaced because the sync tool thought the old version was still there and up to date.
EDIT: I've just discovered that the deck builder doesn't use the "order" attribute within a wad's header files. So, it may just use whichever it comes to first. In-game, however, they appear correctly. The files in the art update wad will take precedence. I'm not sure why or how to fix it, but I'll ask Riiak about it when I get a chance. (I'm preparing to head out for the day, so it will probably be tomorrow.)
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Re: Community Wad
by Splinterverse » 18 Dec 2016, 17:22
Ok, thanks for the info, Xander. I will look into both when I get some time.
A couple questions about land . . .
1.) When viewing cards in the Deck Builder, what land would I look for if I want it to have the version of the land that includes a "default" choice for mana? In other words, I know there are some dual mana lands that have a default chosen, which makes it easier for the AI to handle. I like those since I mostly play with AI.
2.) How is basic land art handled? If we see art for a basic land that we'd like included, do we make a card using the Card Generator and make sure it's code matches a similar basic land or ?
3.) The game seems to randomize basic land art sometimes. Is that based on including minimum lands in the deck builder options or ?
A couple questions about land . . .
1.) When viewing cards in the Deck Builder, what land would I look for if I want it to have the version of the land that includes a "default" choice for mana? In other words, I know there are some dual mana lands that have a default chosen, which makes it easier for the AI to handle. I like those since I mostly play with AI.
2.) How is basic land art handled? If we see art for a basic land that we'd like included, do we make a card using the Card Generator and make sure it's code matches a similar basic land or ?
3.) The game seems to randomize basic land art sometimes. Is that based on including minimum lands in the deck builder options or ?
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by Splinterverse » 18 Dec 2016, 17:41
A PSA for everyone . . .
As you may or may not know, each deck in the Deck Builder may have several images assigned to it. The most well known probably is the deck box image, but there are others used to represent the deck in the lobby, in the player frame and elsewhere.
If a deck does not have a small image assigned, any player playing it in free-for-all mode will not be able to be targeted. Free-for-all relies on the small image for targeting.
I am going through decks at the moment to look for things like this. A few decks that I've noted with this issue are Gift Scapeshift, Stone Blade, Market Day, Mirror-Mad Mill, and Summer Bloom.
I've included a screen capture. Gift Scapeshift is being played by the AI in the upper left corner of the image. You can see that there is no player icon. (This is something I noticed a long time ago, but haven't had time to do anything about.)
As you may or may not know, each deck in the Deck Builder may have several images assigned to it. The most well known probably is the deck box image, but there are others used to represent the deck in the lobby, in the player frame and elsewhere.
If a deck does not have a small image assigned, any player playing it in free-for-all mode will not be able to be targeted. Free-for-all relies on the small image for targeting.
I am going through decks at the moment to look for things like this. A few decks that I've noted with this issue are Gift Scapeshift, Stone Blade, Market Day, Mirror-Mad Mill, and Summer Bloom.
I've included a screen capture. Gift Scapeshift is being played by the AI in the upper left corner of the image. You can see that there is no player icon. (This is something I noticed a long time ago, but haven't had time to do anything about.)
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by Xander9009 » 18 Dec 2016, 17:59
1: I'm not sure there is a convenient method. Except to maybe point out one or two that don't have defaults so I can see what's up with them and maybe fix them so they all do. Although, these will all soon be replaced with the version I'm creating which is much easier for both humans and AI.Splinterverse wrote:Ok, thanks for the info, Xander. I will look into both when I get some time.
A couple questions about land . . .
1.) When viewing cards in the Deck Builder, what land would I look for if I want it to have the version of the land that includes a "default" choice for mana? In other words, I know there are some dual mana lands that have a default chosen, which makes it easier for the AI to handle. I like those since I mostly play with AI.
2.) How is basic land art handled? If we see art for a basic land that we'd like included, do we make a card using the Card Generator and make sure it's code matches a similar basic land or ?
3.) The game seems to randomize basic land art sometimes. Is that based on including minimum lands in the deck builder options or ?
2: That's exactly what you do, and it'll end up being usable in the deck builder. It will not, however, be automatically included in the lands used when you make a deck with only non-land cards (well, non-basic-land cards) such that it automatically fill the deck with basic lands up to 60 cards. Those are handled via land pools. If you unpack a deck wad and go into the DECKS folder, each deck will have a corresponding deck pool file. This deck pool file lists basic lands for the engine to pull from for filling out the deck. The land pools generated by the deck builder are hard-coded, I believe, and so the only way to change them from a user's end is to unpack the deck wad and add any lands they want included to that land pool file before repacking it. If I'm feeling adventurous, I may look into what would be necessary to include pre-cleared basic lands in the land pools (probably by adding a special tag that the deck builder can easily check, and if it's present, add it to the relevant land pool for use later).
3: This is done via the land pool mentioned for #2. I'm pretty sure a land pool always contains the same number of lands, and each is unique. Thus, if there are fewer colors, then there are more lands of those colors and more chances for the lands to appear/not appear in a given game. Thus, from game to game, it'll appear randomized. The same would happen with a 5-color deck, but the randomization wouldn't be as apparent since it needs to draw a certain number of each type of land but there are fewer of each type to draw from.
I'm not an expert on land pools, and this is mostly gathered from passing comments and my own (limited) observations when opening and viewing the files. @thefiremind and RiiakShiNal, please correct anything you see here that's wrong. You'd probably both know much better than I would (especially since I'd bet the land pools have probably existed more or less since the first game).
_______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
Community Wad - Community Wad Website - How to Help and Report Bugs
Discord: discord.gg/4AXvHzW
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Re: Community Wad
by Splinterverse » 18 Dec 2016, 18:42
I went through all of the M15 cards in the deck builder and have uploaded HQ upgrades for those that had LQ art:
Blastfire Bolt
Brawler's Plate
Constricting Sliver
Coral Barrier
Covenant of Blood
Endless Obedience
Festergloom
First Response
Glacial Crasher
Hammerhand
Hunter's Ambush
Invasive Species
Kalonian Twingrove
Krenko's Enforcer
Marked by Honor
Might Makes Right
Necromancer's Assistant
Nissa's Expedition
Ob Nixilis, Unshackled
Return to the Ranks
Rotfeaster Maggot
Sacred Armory
Seraph of the Masses
Statute of Denial
Tyrant's Machine
Blastfire Bolt
Brawler's Plate
Constricting Sliver
Coral Barrier
Covenant of Blood
Endless Obedience
Festergloom
First Response
Glacial Crasher
Hammerhand
Hunter's Ambush
Invasive Species
Kalonian Twingrove
Krenko's Enforcer
Marked by Honor
Might Makes Right
Necromancer's Assistant
Nissa's Expedition
Ob Nixilis, Unshackled
Return to the Ranks
Rotfeaster Maggot
Sacred Armory
Seraph of the Masses
Statute of Denial
Tyrant's Machine
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by Splinterverse » 18 Dec 2016, 19:47
I am thinking of the default lands that once you have chosen your default, there is an icon showing which color the land will produce. Perhaps the implementation has changed since I saw that.Xander9009 wrote:1: I'm not sure there is a convenient method. Except to maybe point out one or two that don't have defaults so I can see what's up with them and maybe fix them so they all do. Although, these will all soon be replaced with the version I'm creating which is much easier for both humans and AI.Splinterverse wrote:1.) When viewing cards in the Deck Builder, what land would I look for if I want it to have the version of the land that includes a "default" choice for mana? In other words, I know there are some dual mana lands that have a default chosen, which makes it easier for the AI to handle. I like those since I mostly play with AI.
At any rate, I found some examples:
1.) In the deck "The Spectrum", City of Brass did not show a default.
2.) In the deck "The Black Rose", Temple of Malice, Temple of Epiphany and another temple whose name escapes me at the moment did not show a default.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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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Re: Community Wad
by RiiakShiNal » 18 Dec 2016, 19:50
2: The initial list of basic lands is hard-coded into the Deck Builder so that the first time the Deck Builder is run it will have a proper list of basic lands to randomly select from when generating land pools for exported decks. However, once the lists are created they are saved/read from the Settings.xml file. This means that to add newly created basic land(s) for the Deck Builder to select from you just have to add to or adjust the pools in the Settings.xml. Unfortunately, I have not yet created a UI to manage the pools from within the Deck Builder yet. To reset a list back to the defaults you can just delete that pool from the Settings.xml and the Deck Builder will regenerate it.Xander9009 wrote:2: That's exactly what you do, and it'll end up being usable in the deck builder. It will not, however, be automatically included in the lands used when you make a deck with only non-land cards (well, non-basic-land cards) such that it automatically fill the deck with basic lands up to 60 cards. Those are handled via land pools. If you unpack a deck wad and go into the DECKS folder, each deck will have a corresponding deck pool file. This deck pool file lists basic lands for the engine to pull from for filling out the deck. The land pools generated by the deck builder are hard-coded, I believe, and so the only way to change them from a user's end is to unpack the deck wad and add any lands they want included to that land pool file before repacking it. If I'm feeling adventurous, I may look into what would be necessary to include pre-cleared basic lands in the land pools (probably by adding a special tag that the deck builder can easily check, and if it's present, add it to the relevant land pool for use later).Splinterverse wrote:2.) How is basic land art handled? If we see art for a basic land that we'd like included, do we make a card using the Card Generator and make sure it's code matches a similar basic land or ?
3.) The game seems to randomize basic land art sometimes. Is that based on including minimum lands in the deck builder options or ?
3: This is done via the land pool mentioned for #2. I'm pretty sure a land pool always contains the same number of lands, and each is unique. Thus, if there are fewer colors, then there are more lands of those colors and more chances for the lands to appear/not appear in a given game. Thus, from game to game, it'll appear randomized. The same would happen with a 5-color deck, but the randomization wouldn't be as apparent since it needs to draw a certain number of each type of land but there are fewer of each type to draw from.
I'm not an expert on land pools, and this is mostly gathered from passing comments and my own (limited) observations when opening and viewing the files. @thefiremind and RiiakShiNal, please correct anything you see here that's wrong. You'd probably both know much better than I would (especially since I'd bet the land pools have probably existed more or less since the first game).
For example you have just created 4 new Forests that you would like to add to the Deck Builder's list with card names FOREST_MYNEW_001 - FOREST_MYNEW_004 (card names can be just about anything just like regular cards). You would open the Settings.xml and adjust the ForestPool like this:
- ForestPool with 4 additional Forests | Open
- Code: Select all
<ForestPool>
<ArrayOfString>
<string>FOREST_357833</string>
<string>FOREST_357834</string>
<string>FOREST_357835</string>
<string>FOREST_357836</string>
<string>FOREST_357837</string>
<string>FOREST_357838</string>
<string>FOREST_357839</string>
<string>FOREST_357840</string>
<string>FOREST_357841</string>
<string>FOREST_357842</string>
<string>FOREST_357843</string>
<string>FOREST_357844</string>
<string>FOREST_357964</string>
<string>FOREST_357965</string>
<string>FOREST_357966</string>
<string>FOREST_357968</string>
<string>FOREST_357969</string>
<string>FOREST_357970</string>
<string>FOREST_357971</string>
<string>FOREST_357972</string>
<string>FOREST_357973</string>
<string>FOREST_357979</string>
<string>FOREST_369819</string>
<string>FOREST_369820</string>
<string>FOREST_MYNEW_001</string>
<string>FOREST_MYNEW_002</string>
<string>FOREST_MYNEW_003</string>
<string>FOREST_MYNEW_004</string>
</ArrayOfString>
</ForestPool>
- ForestPool with 4 additional Forests | Open
- Code: Select all
<ForestPool>
<ArrayOfString>
<string>FOREST_MYNEW_001</string>
<string>FOREST_MYNEW_002</string>
<string>FOREST_MYNEW_003</string>
<string>FOREST_MYNEW_004</string>
</ArrayOfString>
</ForestPool>
3: The game picks the lands from the land pools of each deck and uses those to determine what lands are selected during play. Though the game seems to pull from all associated land pools for the decks chosen for the match. This means if you have 2 green decks in the match an both have 4 different Forests in each of their land pools (with no overlap) you will see a mix of all eight of the Forests for the basic land used. So you could see your deck using lands from the opponent's land pool and vice-versa. Though the game will only select lands that are specified in one of the land pools used by at least one deck in the match. As previously stated the Deck Builder when building a deck will randomly select up to 4 basic lands for each color from the pools specified in the Settings.xml file. It does this to try and give a good variety to the decks.
If you want a deck to use a single specific land for its basic lands then you need to make sure that is the only land for that color specified in that deck's land pool (even then it could pull a basic land from an opponent's land pool if the opponent also has cards of that color in the deck).
NOTE: All decks must have a land pool and the land pool must contain at least one basic land from each color used by the deck otherwise the game will crash. For example if you use a Blue/Green deck and you forget to put at least one Forest into the land pool the game will crash. But the land pool would not need to specify any Plains since the deck does not have any White.
Additional Note: The game looks at the land's sub-type to determine what to use for each color from the land pool. If you specify a non-basic land or a land without one of the five basic sub-types you will likely run into problems with that land pool.
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