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2014




Community Wad
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Re: Community Wad
by Xander9009 » 02 Jan 2017, 22:30
Peacekeeper Colossus targets a vehicle other than itself and turns it into an artifact creature. That's it. While it does target a vehicle, and while vehicles do have their own method of becoming a creature, this isn't using or referencing that ability (crew) and is in fact completely separate. It's functionally identical to Ensoul Artifact or something similar (except it specifies it becomes an artifact creature, which would technically remove other types it might have, such as if it somehow became an enchantment).Splinterverse wrote:Xander, will the vehicle crewing code need to be altered to handle Peacekeeper Colossus' ability? (Per the spoiler at http://www.mtgsalvation.com/cards/aethe ... r-colossus)
EDIT TO ADD: Another question, will we need to change the code for all energy/experience/poison/etc. cards to handle this http://mythicspoiler.com/aer/cards/wind ... ictor.html ? (The first ability isn't difficult. It's the second one that I'm wondering about.)
A couple of quick uploads today:
Mountain 386609 now hast HQ art (it was missing before, I must have forgotten to upload it)
Otherworldly Journey HQ art upgrade
City of Brass non-MM version
Foreboding Ruins non-MM version
Forsaken Sanctuary non-MM version
Sylvan Caryatid was missing tap cost on its ability (non-MM version)
TL;DR: No

Winding Constrictor: This is an awesome card. Mostly because I like the art... Anyway, no. The card itself will just need to watch for the energy manager token getting energy counters. It'll also need to watch for experience counters on the experience manager you made. Poison counters are actually placed on the player itself, and I don't if you can catch those using the normal COUNTERS_CHANGED trigger, so that might be a bit trickier... It'll need to be tested before we'll know either way.
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Re: Community Wad
by RiiakShiNal » 04 Jan 2017, 13:08
Actually, Peacekeeper Colossus would need some changes to vehicles to be able to work properly as all it specifies is that the vehicle becomes an artifact creature, it does not specify the P/T that the card should become (which makes it different from Ensoul Artifact) so it has to at least read what the P/T should be from the vehicle it targets in some way. Otherwise it would likely become a 0/0 artifact creature and immediately head for the graveyard.Xander9009 wrote:Peacekeeper Colossus targets a vehicle other than itself and turns it into an artifact creature. That's it. While it does target a vehicle, and while vehicles do have their own method of becoming a creature, this isn't using or referencing that ability (crew) and is in fact completely separate. It's functionally identical to Ensoul Artifact or something similar (except it specifies it becomes an artifact creature, which would technically remove other types it might have, such as if it somehow became an enchantment).
TL;DR: No
If I remember correctly (and I may not since it has been quite a while), but isn't using the COUNTERS_CHANGED trigger how thefiremind decided to track how many poison counters are on the players to begin with?Xander9009 wrote:Winding Constrictor: This is an awesome card. Mostly because I like the art... Anyway, no. The card itself will just need to watch for the energy manager token getting energy counters. It'll also need to watch for experience counters on the experience manager you made. Poison counters are actually placed on the player itself, and I don't if you can catch those using the normal COUNTERS_CHANGED trigger, so that might be a bit trickier... It'll need to be tested before we'll know either way.
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Re: Community Wad
by Splinterverse2 » 04 Jan 2017, 13:12
I think the vehicles are okay because the code for each of them has an inherent p/t that only becomes "active" when the card is a creature.RiiakShiNal wrote:Actually, Peacekeeper Colossus would need some changes to vehicles to be able to work properly as all it specifies is that the vehicle becomes an artifact creature, it does not specify the P/T that the card should become (which makes it different from Ensoul Artifact) so it has to at least read what the P/T should be from the vehicle it targets in some way.Xander9009 wrote:Peacekeeper Colossus targets a vehicle other than itself and turns it into an artifact creature. That's it. While it does target a vehicle, and while vehicles do have their own method of becoming a creature, this isn't using or referencing that ability (crew) and is in fact completely separate. It's functionally identical to Ensoul Artifact or something similar (except it specifies it becomes an artifact creature, which would technically remove other types it might have, such as if it somehow became an enchantment).
TL;DR: NoIf I remember correctly (and I may not since it has been quite a while), but isn't using the COUNTERS_CHANGED trigger how thefiremind decided to track how many poison counters are on the players to begin with?Xander9009 wrote:Winding Constrictor: This is an awesome card. Mostly because I like the art... Anyway, no. The card itself will just need to watch for the energy manager token getting energy counters. It'll also need to watch for experience counters on the experience manager you made. Poison counters are actually placed on the player itself, and I don't if you can catch those using the normal COUNTERS_CHANGED trigger, so that might be a bit trickier... It'll need to be tested before we'll know either way.
For the counters, I am not sure. I will dig into it when I start coding this one soon. I hope that is the case because the other two types of player counters can be tracked by triggering off of their managers.
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Re: Community Wad
by Xander9009 » 04 Jan 2017, 13:26
The P/T of a vehicle is an inherent value which automatically becomes active if it becomes a creature. The crew ability doesn't actually specify the P/T either, and it doesn't access it at all; it just makes it a creature, and the inherent P/T does the rest, the same way Peacekeeper Colossus should. The P/T just doesn't actually mean anything unless it's a creature, but how it becomes a creature isn't tied to the crew ability (according to the comp rules), so it should work without any modifications (according to how it's coded, which is with a normal pair of P/T tags).RiiakShiNal wrote:Actually, Peacekeeper Colossus would need some changes to vehicles to be able to work properly as all it specifies is that the vehicle becomes an artifact creature, it does not specify the P/T that the card should become (which makes it different from Ensoul Artifact) so it has to at least read what the P/T should be from the vehicle it targets in some way.Xander9009 wrote:Peacekeeper Colossus targets a vehicle other than itself and turns it into an artifact creature. That's it. While it does target a vehicle, and while vehicles do have their own method of becoming a creature, this isn't using or referencing that ability (crew) and is in fact completely separate. It's functionally identical to Ensoul Artifact or something similar (except it specifies it becomes an artifact creature, which would technically remove other types it might have, such as if it somehow became an enchantment).
TL;DR: No
I don't remember that at all, so I have no idea. Do you mean it didn't work, so he decided to track it manually?RiiakShiNal wrote:If I remember correctly (and I may not since it has been quite a while), but isn't using the COUNTERS_CHANGED trigger how thefiremind decided to track how many poison counters are on the players to begin with?Xander9009 wrote:Winding Constrictor: This is an awesome card. Mostly because I like the art... Anyway, no. The card itself will just need to watch for the energy manager token getting energy counters. It'll also need to watch for experience counters on the experience manager you made. Poison counters are actually placed on the player itself, and I don't if you can catch those using the normal COUNTERS_CHANGED trigger, so that might be a bit trickier... It'll need to be tested before we'll know either way.
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Re: Community Wad
by RiiakShiNal » 05 Jan 2017, 13:05
No, I mean I believe that keeping track of the changes by using COUNTERS_CHANGED is how he keeps track of the changes to the poison counters (if I remember correctly). Keeping track of the changes manually this way was required (again if I remember correctly) because there was no way to simply ask if the player had poison counters and how many.Xander9009 wrote:I don't remember that at all, so I have no idea. Do you mean it didn't work, so he decided to track it manually?RiiakShiNal wrote:If I remember correctly (and I may not since it has been quite a while), but isn't using the COUNTERS_CHANGED trigger how thefiremind decided to track how many poison counters are on the players to begin with?Xander9009 wrote:Winding Constrictor: This is an awesome card. Mostly because I like the art... Anyway, no. The card itself will just need to watch for the energy manager token getting energy counters. It'll also need to watch for experience counters on the experience manager you made. Poison counters are actually placed on the player itself, and I don't if you can catch those using the normal COUNTERS_CHANGED trigger, so that might be a bit trickier... It'll need to be tested before we'll know either way.
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Re: Community Wad
by Xander9009 » 05 Jan 2017, 14:04
Fantastic. Then it should work just fine.RiiakShiNal wrote:...
No, I mean I believe that keeping track of the changes by using COUNTERS_CHANGED is how he keeps track of the changes to the poison counters (if I remember correctly). Keeping track of the changes manually this way was required (again if I remember correctly) because there was no way to simply ask if the player had poison counters and how many.

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Re: Community Wad
by WickedDeckDude » 06 Jan 2017, 04:44
Bug Report: Abolisher of Bloodlines' transform effect doesn't cause opponents to sacrifice creatures.
Side note, this was my first post and I just wanted to throw out a thanks to the mod team; you guys are great!
Side note, this was my first post and I just wanted to throw out a thanks to the mod team; you guys are great!
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Re: Community Wad
by Xander9009 » 06 Jan 2017, 04:53
I'm not seeing the issue at a glance, so it'll probably have to wait until someone else does it or I get the chance to actually properly debug it. (For modders: transform triggers go on the opposite face's code.)WickedDeckDude wrote:Bug Report: Abolisher of Bloodlines' transform effect doesn't cause opponents to sacrifice creatures.
Side note, this was my first post and I just wanted to throw out a thanks to the mod team; you guys are great!
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Re: Community Wad
by johnjayme » 06 Jan 2017, 06:27
I just updated my Community Wad today and now I have cards in game with no picture. Any ideas of what I can do to fix this. Thanks for the response in advance.
Re: Community Wad
by Xander9009 » 06 Jan 2017, 06:29
Make sure you have DATA_DLC_CW_ART_MAIN_1.wad through DATA_DLC_CW_ART_MAIN_21.wad and DATA_DLC_CW_ART_UPDATE.wadjohnjayme wrote:I just updated my Community Wad today and now I have cards in game with no picture. Any ideas of what I can do to fix this. Thanks for the response in advance.
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Re: Community Wad
by MasterXploder7 » 07 Jan 2017, 02:33
Out of curiosity how do cards like Ghostly Prison behave with the AI? I also noticed having more than 1 of them caused their cost to stack, so say I had 4 Ghostly Prisons, 4 Propaganda and 4 Windborn Muse, would their affects stack so that the cost to attack with 1 creature appear as 48 ? (48 because that should be 16+16+16)
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Re: Community Wad
by Splinterverse » 08 Jan 2017, 19:09
Just uploaded a few minor bug fixes as well as a few more non-MM versions of several lands.
Xander, I also send you a PM.
Xander, I also send you a PM.

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Re: Community Wad
by Splinterverse » 08 Jan 2017, 19:12
Their costs should stack (per the rulings for Propaganda -- http://www.mtgassist.com/cards/Commande ... a/rulings/).MasterXploder7 wrote:Out of curiosity how do cards like Ghostly Prison behave with the AI? I also noticed having more than 1 of them caused their cost to stack, so say I had 4 Ghostly Prisons, 4 Propaganda and 4 Windborn Muse, would their affects stack so that the cost to attack with 1 creature appear as 48 ? (48 because that should be 16+16+16)
---------------------------------------------
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
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Re: Community Wad
by RiiakShiNal » 09 Jan 2017, 00:23
Though the cost should be 24 (Splinterverse wrote:Their costs should stack (per the rulings for Propaganda -- http://www.mtgassist.com/cards/Commande ... a/rulings/).MasterXploder7 wrote:Out of curiosity how do cards like Ghostly Prison behave with the AI? I also noticed having more than 1 of them caused their cost to stack, so say I had 4 Ghostly Prisons, 4 Propaganda and 4 Windborn Muse, would their affects stack so that the cost to attack with 1 creature appear as 48 ? (48 because that should be 16+16+16)





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