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Magic: The Gathering - Duels of the Planeswalkers
Programming Talk
Report cards error here
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Re: Report cards error here
by gabeiq » 04 Oct 2010, 04:16
5-When computer cast exhume, in the game you aren't able to necraatal/man-o-war/sower the oppos returned from grave creature, and in IRL you can(in this case im sure becose its like you sower a emrakul from a show and tell)....
IDK if the game engine enables you guys to correct it, since IDK you you can make the game hold the creatures "enters the battlefield" abil!
IDK if the game engine enables you guys to correct it, since IDK you you can make the game hold the creatures "enters the battlefield" abil!
Re: Report cards error here
by kevlahnota » 04 Oct 2010, 04:22
@ gabeiq
please explain clearly.
I can code "enters the battlefield" at the same time.
please explain clearly.
I can code "enters the battlefield" at the same time.
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Re: Report cards error here
by gabeiq » 04 Oct 2010, 04:53
Sorry, my bad, and it most becose my english sux....
For example, in real life, when you cast an exhume/show and tell, you and your opponent chose the creatures and they enter in the battlefield at the same time, then any "enters the battleield" from creatures triggers together. For example, if with no creatures in play, you return a sower, and your oppo return a nekraatal from the grave, te active player choses the target from his abil(me chooseing to control nekraatal) and the abil goes to the stack, then the other choses(oppo chosing to kill the sower)and the abil goes to the stack.....in resolution, nekraatal kills the sower then sower controls nekraatal, that return to its controler since sower isnt in game anymore..... in the end of the effect your oppo keep controling nekraatal and sower is dead....
When same happens in the game, I think what is happening is: you choose the creature, sower, and this chose goes to the stack, then your oppo chose nekraatal, and it goes to the stack..... when it resolves nekraatal enters in the battlefield first, his ability is countered due to non-valid targets, then the sower enters in the play and gain control of nekraatal.....
For example, in real life, when you cast an exhume/show and tell, you and your opponent chose the creatures and they enter in the battlefield at the same time, then any "enters the battleield" from creatures triggers together. For example, if with no creatures in play, you return a sower, and your oppo return a nekraatal from the grave, te active player choses the target from his abil(me chooseing to control nekraatal) and the abil goes to the stack, then the other choses(oppo chosing to kill the sower)and the abil goes to the stack.....in resolution, nekraatal kills the sower then sower controls nekraatal, that return to its controler since sower isnt in game anymore..... in the end of the effect your oppo keep controling nekraatal and sower is dead....
When same happens in the game, I think what is happening is: you choose the creature, sower, and this chose goes to the stack, then your oppo chose nekraatal, and it goes to the stack..... when it resolves nekraatal enters in the battlefield first, his ability is countered due to non-valid targets, then the sower enters in the play and gain control of nekraatal.....
Re: Report cards error here
by kevlahnota » 04 Oct 2010, 05:46
Yup I've encountered the problem. The codes of "comes_into_play" effect must be the part of "pre_effect" and not "playtime" because you cannot target something when the card is not in play( like nekrataal, etc. the AI already targets a card in advance ). I've updated some codes @ SVN r429. thanks for reporting.
We must test all cards with "Comes into play" effect and update the necessary codes.
We must test all cards with "Comes into play" effect and update the necessary codes.
gabeiq wrote:Sorry, my bad, and it most becose my english sux....
For example, in real life, when you cast an exhume/show and tell, you and your opponent chose the creatures and they enter in the battlefield at the same time, then any "enters the battleield" from creatures triggers together. For example, if with no creatures in play, you return a sower, and your oppo return a nekraatal from the grave, te active player choses the target from his abil(me chooseing to control nekraatal) and the abil goes to the stack, then the other choses(oppo chosing to kill the sower)and the abil goes to the stack.....in resolution, nekraatal kills the sower then sower controls nekraatal, that return to its controler since sower isnt in game anymore..... in the end of the effect your oppo keep controling nekraatal and sower is dead....
When same happens in the game, I think what is happening is: you choose the creature, sower, and this chose goes to the stack, then your oppo chose nekraatal, and it goes to the stack..... when it resolves nekraatal enters in the battlefield first, his ability is countered due to non-valid targets, then the sower enters in the play and gain control of nekraatal.....
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Re: Report cards error here
by Clark » 04 Oct 2010, 05:57
@Kev
I see you update the resource load priority to make it compatible with DLC2.
But now those duplicate DLC2 cards with landfall ability even could be trigged by mana token due to the different trigger action.@@
I see you update the resource load priority to make it compatible with DLC2.
But now those duplicate DLC2 cards with landfall ability even could be trigged by mana token due to the different trigger action.@@
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Re: Report cards error here
by Clark » 04 Oct 2010, 06:02
To this issue, i have tried add a subtype "LAND_TYPE_URZAS" in all mana token to identify mana/land when releasing deck 'Rise of Eldrazi'.gabeiq wrote:2- When a anihilator creature attacks, in the game its possible to create a mana token and sacrifice the token...
Because there are to many advanced land using subtype "LAND_TYPE_DESERT" now.
But it seems those codes were overwritten & rolled back... @@
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Re: Report cards error here
by kevlahnota » 04 Oct 2010, 06:36
Just a suggestion, If we code a land card that uses supertype_basic, but it's not a basic land (example: wasteland), just add a subtype of it as "mine".
for the mana tokens, just leave it's land subtype as desert.
I have updated all lands in my copy but not yet in the svn.
the problem of such land cards that targets, like wasteland, it cannot target a basic land right? so it cannot target another wasteland in play because it's set to supertype_basic. now to identify them we use "mine" to check if it's nonbasic even set to supertype_basic.
All works good in my copy.
Sorry I didn't know that you used urzas as subtype.
for the mana tokens, just leave it's land subtype as desert.
I have updated all lands in my copy but not yet in the svn.
the problem of such land cards that targets, like wasteland, it cannot target a basic land right? so it cannot target another wasteland in play because it's set to supertype_basic. now to identify them we use "mine" to check if it's nonbasic even set to supertype_basic.
All works good in my copy.
Sorry I didn't know that you used urzas as subtype.
Clark wrote:To this issue, i have tried add a subtype "LAND_TYPE_URZAS" in all mana token to identify mana/land when releasing deck 'Rise of Eldrazi'.gabeiq wrote:2- When a anihilator creature attacks, in the game its possible to create a mana token and sacrifice the token...
Because there are to many advanced land using subtype "LAND_TYPE_DESERT" now.
But it seems those codes were overwritten & rolled back... @@
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Re: Report cards error here
by kevlahnota » 04 Oct 2010, 07:00
we can changed the landfall code from filters.lua or edit the xml files manually
.
the problem is that to solve undefined string errors.
the problem is that to solve undefined string errors.
Clark wrote:@Kev
I see you update the resource load priority to make it compatible with DLC2.
But now those duplicate DLC2 cards with landfall ability even could be trigged by mana token due to the different trigger action.@@
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Re: Report cards error here
by Clark » 04 Oct 2010, 07:17
It seems if we load duplicate card created by ourselves first, some undefined string issue would occurred.kevlahnota wrote:we can changed the landfall code from filters.lua or edit the xml files manually.
the problem is that to solve undefined string errors.
Clark wrote:@Kev
I see you update the resource load priority to make it compatible with DLC2.
But now those duplicate DLC2 cards with landfall ability even could be trigged by mana token due to the different trigger action.@@
If we load those DLC2 cards first, system would ignore our cards with same name.
In this case, system load those DLC2 landfall card first, and in those cards the trigger cann't identify LAND/MANA TOKEN. @@ (Awfully, related function lua was out of SVN scope)
IDK whether there exist a perfect solution to handle both these 2 issues.
Last edited by Clark on 04 Oct 2010, 07:19, edited 1 time in total.
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Re: Report cards error here
by Clark » 04 Oct 2010, 07:18
Great!kevlahnota wrote:Just a suggestion, If we code a land card that uses supertype_basic, but it's not a basic land (example: wasteland), just add a subtype of it as "mine".
for the mana tokens, just leave it's land subtype as desert.
I have updated all lands in my copy but not yet in the svn.
the problem of such land cards that targets, like wasteland, it cannot target a basic land right? so it cannot target another wasteland in play because it's set to supertype_basic. now to identify them we use "mine" to check if it's nonbasic even set to supertype_basic.![]()
All works good in my copy.
Sorry I didn't know that you used urzas as subtype.![]()
I'll re-factor my cards also.
I think if all modders follow the rule, many issues could be avoid
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Re: Report cards error here
by zwastik » 17 Oct 2010, 01:41
Tap overgrown tomb for a black mana, having no other land, cast dragonskull summit, it will enter the battlefield untapped.
-------------------------------------------------------------------------------------
Load save
Attack with 3/4 creature
It will gain +1/+1 and double strike because of other creature ability.
Opponent is at 2 lifes, he will block with 3/2 creature.
Because of double strike, AI should die, but it does not.
---------------------------------------------------------------------------------------
AI attacks with Goblin Guide, the revealed card seems to be visible only to the AI, whereas:
If a creature a player's control with three or more level counters leave the battlefield, Champions Drake will still get +3/+3 even if you control no other creatures with three or more level counters.
------------------------------------------------------------------------------------------
AI played Force Of Will, paid 1 life, and did not discard a card
-------------------------------------------------------------------------------------
Load save
Attack with 3/4 creature
It will gain +1/+1 and double strike because of other creature ability.
Opponent is at 2 lifes, he will block with 3/2 creature.
Because of double strike, AI should die, but it does not.
Dotp-2010-10-17-11.14.47.rar- save
- (38.68 KiB) Downloaded 359 times
---------------------------------------------------------------------------------------
AI attacks with Goblin Guide, the revealed card seems to be visible only to the AI, whereas:
-----------------------------------------------------------------------------------------701.12. Reveal
701.12a To reveal a card, show that card to all players for a brief time. If an effect causes a card to
be revealed, it remains revealed for as long as necessary to complete the parts of the effect that
card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the
card remains revealed from the time the spell or ability is announced until it the time it leaves
the stack.
701.12b Revealing a card doesn’t cause it to leave the zone it’s in.
If a creature a player's control with three or more level counters leave the battlefield, Champions Drake will still get +3/+3 even if you control no other creatures with three or more level counters.
------------------------------------------------------------------------------------------
AI played Force Of Will, paid 1 life, and did not discard a card
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Re: Report cards error here
by Bog Wraith » 12 Nov 2010, 02:41
In the Reality Bender deck there are two errors that I have come across:
1) Stasis has a cost to cast of
. It should cost
.
2) Flooded Strand when sacked removes 1 life as it should, but then goes straight to graveyard without allowing player to search & pick a land to play.
1) Stasis has a cost to cast of
. It should cost
.2) Flooded Strand when sacked removes 1 life as it should, but then goes straight to graveyard without allowing player to search & pick a land to play.
'Twas in the bogs of Cannelbrae
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
My mate did meet an early grave
'Twas nothing left for us to save
In the peat-filled bogs of Cannelbrae.
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Re: Report cards error here
by kevlahnota » 12 Nov 2010, 09:38
Yep got a lot of cards to update since there are some minor changes in DLC 3 functions that affects cards. Hopefully it will be fixed in the next Patch 2.
Bog Wraith wrote:In the Reality Bender deck there are two errors that I have come across:
1) Stasis has a cost to cast of. It should cost
![]()
.
2) Flooded Strand when sacked removes 1 life as it should, but then goes straight to graveyard without allowing player to search & pick a land to play.
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Re: Report cards error here
by Clark » 19 Nov 2010, 10:18
@Kev
I have integrated your new mods into SVN version.
All files structures were followed by your mod's and all those same-name cards were overridden according to your modification
But player profile info like unlocked deck list, unlocked campaign list, favorite deck etc would not stored by game any more.
This issue was raised by someone here before, while i can't remember the solution now
Any suggestion?
Thx.
BTW: I made a little change for Moltentail Masticore to make its first ability work.
Appreciate your passional distribution!
I have integrated your new mods into SVN version.
All files structures were followed by your mod's and all those same-name cards were overridden according to your modification
But player profile info like unlocked deck list, unlocked campaign list, favorite deck etc would not stored by game any more.
This issue was raised by someone here before, while i can't remember the solution now
Any suggestion?
Thx.
BTW: I made a little change for Moltentail Masticore to make its first ability work.
Appreciate your passional distribution!

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Re: Report cards error here
by kevlahnota » 19 Nov 2010, 16:03
@Clark
hmmm, do you think it has something to do with the appid linking?
you can find it in \DATA_PC\DATA_REQUIRED\CONFIGS\APPID_LINKING.TXT
btw, thanks for integrating it into the SVN, but we need to check some other cards that needs update.
hmmm, do you think it has something to do with the appid linking?
you can find it in \DATA_PC\DATA_REQUIRED\CONFIGS\APPID_LINKING.TXT
btw, thanks for integrating it into the SVN, but we need to check some other cards that needs update.
Clark wrote:@Kev
I have integrated your new mods into SVN version.
All files structures were followed by your mod's and all those same-name cards were overridden according to your modification![]()
But player profile info like unlocked deck list, unlocked campaign list, favorite deck etc would not stored by game any more.
This issue was raised by someone here before, while i can't remember the solution now![]()
Any suggestion?
Thx.
BTW: I made a little change for Moltentail Masticore to make its first ability work.
Appreciate your passional distribution!
-

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