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Duels of the Planeswalkers 2013

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Re: Duels of the Planeswalkers 2013

Postby Persee » 30 Jun 2012, 16:54

I've been thinking of creating bilands without using mana token.
I've found three options :
- an activate ability allowing to toggle between the two colors.
- an static ability which compares the colors of the untapped lands and the cards in hand to choose the best proposal.
- a simultaneous use of the two solutions

What do you think of ?
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Re: Duels of the Planeswalkers 2013

Postby Pesi » 30 Jun 2012, 18:54

Cultivate is bugged (and evidence that they rewrote all the cards from scratch)

Is
Code: Select all
if target_hand ~= nil then
   target_hand:PutInHand()
end
should be
Code: Select all
if target_hand ~= nil then
   target_hand:GuidedReveal( ZONE_LIBRARY, ZONE_HAND )
   target_hand:PutInHand()
end
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 30 Jun 2012, 19:10

Pesi wrote:Cultivate is bugged (and evidence that they rewrote all the cards from scratch)

Is
Code: Select all
if target_hand ~= nil then
   target_hand:PutInHand()
end
should be
Code: Select all
if target_hand ~= nil then
   target_hand:GuidedReveal( ZONE_LIBRARY, ZONE_HAND )
   target_hand:PutInHand()
end
Nothing game-breaking, anyway I think we should start compiling a WAD with the fixed core cards, as the one made by pcastellazzi for DotP2012.

-------------

I noticed that DotP2013 has a way to decide the order of triggered abilities that trigger together. By looking at most cards it's not quite clear, but Deathbringer Liege explains it well: the white spell trigger has priority="1" which means (I think) that a white+black spell will always order the triggers so that it resolves first. If this is right, I can simplify Momir Vig, Simic Visionary a lot. And if I remember well, there was a problem involving trigger ordering with Bridge from Below: this would solve it.
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Re: Duels of the Planeswalkers 2013

Postby sadlyblue » 30 Jun 2012, 20:55

Persee wrote:I've been thinking of creating bilands without using mana token.
I've found three options :
- an activate ability allowing to toggle between the two colors.
- an static ability which compares the colors of the untapped lands and the cards in hand to choose the best proposal.
- a simultaneous use of the two solutions

What do you think of ?
I would go with the first option.
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Re: Duels of the Planeswalkers 2013

Postby GravitonGamer » 01 Jul 2012, 09:55

Anyone have any ideas on what could be causing my DoTP to crash when starting a new game with an AI using a custom deck? FWIW, below are the stuff I already checked:

1. Deck works fine when I use it
2. SCRIPT_LOG is empty
3. Program crashes even before the game starts (before I press the continue button)
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 01 Jul 2012, 11:12

GravitonGamer wrote:Anyone have any ideas on what could be causing my DoTP to crash when starting a new game with an AI using a custom deck? FWIW, below are the stuff I already checked:

1. Deck works fine when I use it
2. SCRIPT_LOG is empty
3. Program crashes even before the game starts (before I press the continue button)
That's hard to say. For example, my Protean Hulk would crash the game if I saved its triggered ability's targets in EffectDC instead of ObjectDC, but nobody would imagine such a thing (and I still can't understand the reason).
Try to remove some cards from the deck and try again, do this until it stops crashing, so you identify the card that causes the crash.
Another thing I can warn you of: when I made my second custom deck, I copied the first one and changed the names where needed. But I accidentally removed "_LAND" from the name of the "_LAND_POOL" XML, and this caused the game to crash before pressing continue. So take a look there, too.
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Re: Duels of the Planeswalkers 2013

Postby MisterBenn » 02 Jul 2012, 03:19

I bumped into the use for CHARACTERISTIC_WORTHLESS. When the chaos ability of Kharasha Foothills is triggered - (Whenever you roll chaos, you may sacrifice any number of creatures...) there is an AI-only branch which just immediately sacrifices all "worthless" creatures with no further assessment. Haven't looked into which creatures might have this but it's worth bearing in mind and potentially even using the same idea in some cards.
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Re: Duels of the Planeswalkers 2013

Postby sumomole » 02 Jul 2012, 03:22

1 How do I manually add a poison counter on a player? Such as proliferate(Spread the Sickness).
2 The triggered ability of Wild Defiance: "Whenever a creature becomes the target of an instant or sorcery spell", I want to use the "BECAME_TARGET" to trigger it, how do I get the type of the spell?
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Re: Duels of the Planeswalkers 2013

Postby kevlahnota » 02 Jul 2012, 03:36

sumomole wrote:1 How do I manually add a poison counter on a player? Such as proliferate(Spread the Sickness).
2 The triggered ability of Wild Defiance: "Whenever a creature becomes the target of an instant or sorcery spell", I want to use the "BECAME_TARGET" to trigger it, how do I get the type of the spell?
2) to get the spell type use secondary object.
example:

<TRIGGER value="BECAME_TARGET" simple_qualifier="self">
return ((SecondaryObject() ~= nil) and (SecondaryObject():GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0 or SecondaryObject():GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0))
</TRIGGER>
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Re: Duels of the Planeswalkers 2013

Postby sumomole » 02 Jul 2012, 07:40

kevlahnota wrote:<TRIGGER value="BECAME_TARGET" simple_qualifier="self">
return ((SecondaryObject() ~= nil) and (SecondaryObject():GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0 or SecondaryObject():GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0))
</TRIGGER>
THX, I don't know it's already possible in D13.
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 02 Jul 2012, 08:21

sumomole wrote:1 How do I manually add a poison counter on a player? Such as proliferate(Spread the Sickness).
I would really like to know that! My Infect deck could become much better.
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Re: Duels of the Planeswalkers 2013

Postby sumomole » 02 Jul 2012, 10:46

thefiremind wrote:I would really like to know that! My Infect deck could become much better.
Response of AI for "Infect" seems abnormal, AI does not like to block the infect creatures, even if I inc the "AI_BASE_SCORE" of infect creatures.Any good solution?
And I can not download Deck_199903_ST.zip of your mod.→_←!
PS: my infect deck is UG, all creatures are 1/1.
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 02 Jul 2012, 11:10

sumomole wrote:AI does not like to block the infect creatures, even if I inc the "AI_BASE_SCORE" of infect creatures.
I used Plague Stinger in a test deck (just because it was a cheap creature that served for my purpose) and the AI blocked it even too much... but it was a mirror match, so it used only Plague Stingers for blocking my Plague Stingers, maybe that's why. I don't know how to enhance the AI's response to infect... unless you make each infect creature count the poison counters and grant "must be blocked if able" to itself when the defending player is AI and has a number of poison counters >= 10 - creature's power, but I don't know if it's worth.

sumomole wrote:And I can not download Deck_199903_ST.zip of your mod.→_←!
You are the third one who experiences problems like this and for the third time I say that I can still download each of the files without any problem. I'll have to consider MF a total failure and search for another host. I'd like to find another one that allows directories.
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Re: Duels of the Planeswalkers 2013

Postby GravitonGamer » 03 Jul 2012, 00:38

thefiremind wrote:
GravitonGamer wrote:Anyone have any ideas on what could be causing my DoTP to crash when starting a new game with an AI using a custom deck? FWIW, below are the stuff I already checked:

1. Deck works fine when I use it
2. SCRIPT_LOG is empty
3. Program crashes even before the game starts (before I press the continue button)
That's hard to say. For example, my Protean Hulk would crash the game if I saved its triggered ability's targets in EffectDC instead of ObjectDC, but nobody would imagine such a thing (and I still can't understand the reason).
Try to remove some cards from the deck and try again, do this until it stops crashing, so you identify the card that causes the crash.
Another thing I can warn you of: when I made my second custom deck, I copied the first one and changed the names where needed. But I accidentally removed "_LAND" from the name of the "_LAND_POOL" XML, and this caused the game to crash before pressing continue. So take a look there, too.
Thanks for the tip! I already identified the culprit, and it's Root Sliver. (Was coding all the sliver cards.) I already checked the XML several times and I can't find anything wrong with it. (Like I said, it works fine when I use it.) In case anyone wants to take a crack at it, here's the code: http://pastebin.com/3qkbsxUv
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Re: Duels of the Planeswalkers 2013

Postby kevlahnota » 03 Jul 2012, 00:58

can you try this code for root sliver?

Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="ROOT_SLIVER_19851026" />
  <CARDNAME text="ROOT_SLIVER" />
  <TITLE>
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Root Sliver]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="19851026" />
  <ARTID value="19851026" />
  <ARTIST name="Matt Thompson" />
  <CASTING_COST cost="{3}{G}" />
  <FLAVOURTEXT>
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“It would take another apocalypse to stop the slivers now.”
Riptide Project researcher]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Sliver" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
  <EXPANSION value="DPG" />
  <RARITY metaname="U" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <STATIC_ABILITY filter_zone="ZONE_ANY" active_zone="ZONE_STACK">
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Root Sliver can’t be countered.]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION>
    local characteristics = Object():GetCurrentCharacteristics()
    characteristics:Characteristic_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <STATIC_ABILITY filter_zone="ZONE_ANY">
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Sliver spells can’t be countered by spells or abilities.]]></LOCALISED_TEXT>
   <FILTER>
    return FilteredCard() ~= nil and
    FilteredCard():GetSubType():Test( CREATURE_TYPE_SLIVER ) ~= 0
    </FILTER>
    <CONTINUOUS_ACTION layer="8">
    local filtered_obj = FilteredCard()
    if filtered_obj ~= nil then
       filtered_obj:GetCurrentCharacteristics():GrantAbility(1)
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <STATIC_ABILITY resource_id="1" filter_zone="ZONE_ANY" active_zone="ZONE_STACK">
    <CONTINUOUS_ACTION>
    local characteristics = Object():GetCurrentCharacteristics()
    characteristics:Characteristic_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
</CARD_V2>
GravitonGamer wrote:Thanks for the tip! I already identified the culprit, and it's Root Sliver. (Was coding all the sliver cards.) I already checked the XML several times and I can't find anything wrong with it. (Like I said, it works fine when I use it.) In case anyone wants to take a crack at it, here's the code: http://pastebin.com/3qkbsxUv
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