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[MAY-08-2012] DOTP 2012 Custom DLC MOD 1.3

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[MAY-08-2012] DOTP 2012 Custom DLC MOD 1.3

Postby kevlahnota » 04 Jan 2012, 03:58

DOTP 2012 Custom DLC 1.3 :lol:
This mod is intended for Offline use only. Install with caution.
This mod is not intended to use with other Custom Mods and DOTP 2012 with NO DLC 1, Deck Pack 1 & 2 & 3 installed.


Requirements:
1) DOTP 2012 with DLC 1
2) DOTP Deck Pack 1
3) DOTP Deck Pack 2
4) DOTP Deck Pack 3

Pre-Installation:
1) Make sure to backup your original Magic_2012.exe and Data_DLC_0007.wad
3) Remove my previous DLC (Data_DLC_7777.wad must be deleted).

Installation:
3) Extract the files to your Installation Directory ex:
C:\Program Files\Steam\steamapps\common\magic the gathering dotp 2012


WHATS NEW?:
* Various Card Fixes
* Fixed Naya's Force and Ghitu Ascension Deck crash
* Added some new cards and decks.
* Injected data files from Data_DLC_7777.wad to Data_DLC_0007.wad (so it will not conflict with the campaign)
* Patched exe to read custom wads (This will overwrite your Magic_2012.exe so backup original)

New Decks:
* Obsidium Arbor
* Venefica Corpus
* Speculum Reflexio
Other Decks:( From v1.0 and v1.2 )
* Ghitu Ascension
* Embrace the Enemy
* Sweet Dreams (enabled)
* Tinkering Ideas (enabled)
* King's Treason
* Falling Critters
* Minor Annoyance
* Lux Aeterna (Teysa Karlov)
* Affinity (currently disabled needs to bypass basic land)
* Replication
* Necromancy
* Quest for the Holy Armor
* Puresteel
* Zenith's Order
* Naya's Force
* Illusionary Forces
* Vampires
* Fattyforger
* Cheezy Goblins
* Eldrazi Ramp
* Soul Sister

-Kev

Last edited by kevlahnota on 08 May 2012, 01:55, edited 2 times in total.
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby thefiremind » 04 Jan 2012, 10:15

Thanks a lot for the new mod, I'm sure I'll find inspiration for other cards to code. Anyway, I noticed that there's still a bug that donfuan already pointed out in the old mod. Your filter for Wing Splicer 's static ability says:
Code: Select all
    return (FilteredCard() ~= nil
    and FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0
    and FilteredCard():GetZone() == ZONE_IN_PLAY
    and FilteredCard():GetSubType():Test( CREATURE_TYPE_GOLEM ) ~= 0)
Didn't you forget something? Golem creatures you control... :roll:
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby kevlahnota » 04 Jan 2012, 10:31

Oh, Thanks for pointing that out, I miss that card. :lol:

forgot to add this:
Code: Select all
and FilteredCard():GetController() == Object():GetController()
thefiremind wrote:Thanks a lot for the new mod, I'm sure I'll find inspiration for other cards to code. Anyway, I noticed that there's still a bug that donfuan already pointed out in the old mod. Your filter for Wing Splicer 's static ability says:
Code: Select all
    return (FilteredCard() ~= nil
    and FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0
    and FilteredCard():GetZone() == ZONE_IN_PLAY
    and FilteredCard():GetSubType():Test( CREATURE_TYPE_GOLEM ) ~= 0)
Didn't you forget something? Golem creatures you control... :roll:
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby Ikaru69 » 04 Jan 2012, 12:24

Thanks a lot for this new mod ! An another good job ! =D>

A small thing I noticed in your mana producing cards for example, Glacial Fortress.

Code: Select all
 <TRIGGERED_ABILITY auto_skip="1" active_zone="any" zone="any" pre_trigger="1">
   <TRIGGER value="COMING_INTO_PLAY" simple_qualifier="self" />
   <RESOLUTION_TIME_ACTION>
   local filter = Object():GetFilter()
    local total = 0
    filter:Clear()
    filter:NotTargetted()
    filter:SetController( TriggerObject():GetController() )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddSubType( LAND_TYPE_PLAINS )
    filter:AddSubType( LAND_TYPE_ISLAND )
    filter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE )
    total = filter:Count()
    if TriggerObject() ~= nil and total &lt; 1 then
      TriggerObject():ComesIntoPlayTapped()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY auto_skip="1">
    <COST type="TapSelf" />
    <PLAY_TIME_ACTION>
    Object():GetPlayer():BeginNewMultipleChoice()
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_U" )
    Object():GetPlayer():AskMultipleChoiceQuestion( "CARD_QUERY_MC_MANA_MODAL" )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if Object():GetMultipleChoiceResult() == 0 then
       ProduceMana( "W", 1 )
    else
   ProduceMana( "U", 1 )
    end
    </RESOLUTION_TIME_ACTION>
Here the triggered ability like the actived ability give the priority to the opponent during the activation while it should not if we respect the strict rules of Magic (mana ability = no possible answer).

So to be thorough, you just have to put forced_skip="1" instead of auto_skip="1" and so, the opponent can not get an answer of the abilities.

Code: Select all
 <TRIGGERED_ABILITY forced_skip="1" active_zone="any" zone="any" pre_trigger="1">
   <TRIGGER value="COMING_INTO_PLAY" simple_qualifier="self" />
   <RESOLUTION_TIME_ACTION>
   local filter = Object():GetFilter()
    local total = 0
    filter:Clear()
    filter:NotTargetted()
    filter:SetController( TriggerObject():GetController() )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddSubType( LAND_TYPE_PLAINS )
    filter:AddSubType( LAND_TYPE_ISLAND )
    filter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE )
    total = filter:Count()
    if TriggerObject() ~= nil and total &lt; 1 then
      TriggerObject():ComesIntoPlayTapped()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY forced_skip="1">
    <COST type="TapSelf" />
    <PLAY_TIME_ACTION>
    Object():GetPlayer():BeginNewMultipleChoice()
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_U" )
    Object():GetPlayer():AskMultipleChoiceQuestion( "CARD_QUERY_MC_MANA_MODAL" )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if Object():GetMultipleChoiceResult() == 0 then
       ProduceMana( "W", 1 )
    else
   ProduceMana( "U", 1 )
    end
    </RESOLUTION_TIME_ACTION>
Yes I know is a detail, but with this small change, it will be truly perfect ! :wink:
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby nabeshin » 04 Jan 2012, 12:52

Cycle Ahead!
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby kevlahnota » 04 Jan 2012, 12:53

Thanks Ikaru69 for the recommendation. :D

Ikaru69 wrote:Thanks a lot for this new mod ! An another good job ! =D>

A small thing I noticed in your mana producing cards for example, Glacial Fortress.

Code: Select all
 <TRIGGERED_ABILITY auto_skip="1" active_zone="any" zone="any" pre_trigger="1">
   <TRIGGER value="COMING_INTO_PLAY" simple_qualifier="self" />
   <RESOLUTION_TIME_ACTION>
   local filter = Object():GetFilter()
    local total = 0
    filter:Clear()
    filter:NotTargetted()
    filter:SetController( TriggerObject():GetController() )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddSubType( LAND_TYPE_PLAINS )
    filter:AddSubType( LAND_TYPE_ISLAND )
    filter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE )
    total = filter:Count()
    if TriggerObject() ~= nil and total &lt; 1 then
      TriggerObject():ComesIntoPlayTapped()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY auto_skip="1">
    <COST type="TapSelf" />
    <PLAY_TIME_ACTION>
    Object():GetPlayer():BeginNewMultipleChoice()
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_U" )
    Object():GetPlayer():AskMultipleChoiceQuestion( "CARD_QUERY_MC_MANA_MODAL" )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if Object():GetMultipleChoiceResult() == 0 then
       ProduceMana( "W", 1 )
    else
   ProduceMana( "U", 1 )
    end
    </RESOLUTION_TIME_ACTION>
Here the triggered ability like the actived ability give the priority to the opponent during the activation while it should not if we respect the strict rules of Magic (mana ability = no possible answer).

So to be thorough, you just have to put forced_skip="1" instead of auto_skip="1" and so, the opponent can not get an answer of the abilities.

Code: Select all
 <TRIGGERED_ABILITY forced_skip="1" active_zone="any" zone="any" pre_trigger="1">
   <TRIGGER value="COMING_INTO_PLAY" simple_qualifier="self" />
   <RESOLUTION_TIME_ACTION>
   local filter = Object():GetFilter()
    local total = 0
    filter:Clear()
    filter:NotTargetted()
    filter:SetController( TriggerObject():GetController() )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddSubType( LAND_TYPE_PLAINS )
    filter:AddSubType( LAND_TYPE_ISLAND )
    filter:AddExtra( FILTER_EXTRA_ANY_SUB_TYPE )
    total = filter:Count()
    if TriggerObject() ~= nil and total &lt; 1 then
      TriggerObject():ComesIntoPlayTapped()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY forced_skip="1">
    <COST type="TapSelf" />
    <PLAY_TIME_ACTION>
    Object():GetPlayer():BeginNewMultipleChoice()
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_W" )
    Object():GetPlayer():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MANA_U" )
    Object():GetPlayer():AskMultipleChoiceQuestion( "CARD_QUERY_MC_MANA_MODAL" )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if Object():GetMultipleChoiceResult() == 0 then
       ProduceMana( "W", 1 )
    else
   ProduceMana( "U", 1 )
    end
    </RESOLUTION_TIME_ACTION>
Yes I know is a detail, but with this small change, it will be truly perfect ! :wink:
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby nabeshin » 04 Jan 2012, 13:21

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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby allansilva » 04 Jan 2012, 23:54

Well, I tried to install it and some deck were disabled, like the eldrazi ramp. Can somebody help?
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby allansilva » 05 Jan 2012, 02:18

Oh and the card Army of the damned didn't work here
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby Aborash » 05 Jan 2012, 09:18

YEEEEEEEESSS!!! Best xmas present ever!!

Thanks klev, awesome work, as always!!
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby default8p » 06 Jan 2012, 12:42

After installing this I can't select any decks in custom game mode. It just becomes stuck after clicking on a deck. Any ideas?
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby Ikaru69 » 06 Jan 2012, 14:46

Minor coding issues to report :

- Thoughtcast : "</SPELL_ABILITY>" instead of "</STATIC_ABILITY>".

- Sulfur Falls : "<TRIGGER value="COMING_INTO_PLAY" simple_qualifier="self">" a / is missing.

Other things more problematic :

- Arcbound Ravager : Don't really know why but it died as soon as it comes into play. Maybe something wrong here :
Code: Select all
 <TRIGGERED_ABILITY auto_skip="1" internal="1" pre_trigger="1" active_zone="any">
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Modular 1 |(This enters the battlefield|
|with a +1/+1 counter on it. When it dies,|
|you may put its +1/+1 counters on target|
|artifact creature.)|]]></LOCALISED_TEXT>
   <TRIGGER value="COMING_INTO_PLAY" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
   if Object():GetZone() == ZONE_IN_PLAY then
    Object():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
   end
    </RESOLUTION_TIME_ACTION>
    <AI_BASE_SCORE score="600" zone="in_play" />
  </TRIGGERED_ABILITY>
- Isochron Scepter : When the activated ability of the scepter is played, the imprinted card goes into cemetery as if it had been cast from the hand insted of being a copy.
And so, no way to play again the imprinted card with the activated ability of the scepter.

Hum, I hope I'm understandable, sorry for my approximate english. :oops:
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby kevlahnota » 06 Jan 2012, 16:14

Thanks for the correction Ikaru69.

I'll look at Arcbound Ravager.

About Isochron Scepter, you may copy the imprinted card if you do then you may play/cast it. I think it works that way. The copy is cast not put onto the stack directly. Also in my testing if we make a temporary token that copy the imprinted card, it will do nothing. A workaround can be done I think...
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby nabeshin » 06 Jan 2012, 21:34

kevlahnota wrote:Thanks for the correction Ikaru69.

I'll look at Arcbound Ravager.

About Isochron Scepter, you may copy the imprinted card if you do then you may play/cast it. I think it works that way. The copy is cast not put onto the stack directly. Also in my testing if we make a temporary token that copy the imprinted card, it will do nothing. A workaround can be done I think...
WTF? You put here old crap? I have corrected all, have absolutely overworked? Sometimes it is necessary to have a rest...
viewtopic.php?f=63&t=5797
look here that I have corrected, possibly there are still errors, at least Figure of Destiny - is BS, dualmana - incorrect work.(u can use my variant, and he not an ideal)
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2

Postby kevlahnota » 07 Jan 2012, 01:00

Your code here for Isochron Scepter uses copyspellwithnewtargets, the copy is not cast. here are the rulings:

10/4/2004: If the imprinted card leaves the Exile zone while the ability to make a copy is on the stack, then no copy will be made.

10/4/2004: If this card leaves the battlefield while the ability to make a copy is on the stack, the ability will still make a copy using the last-known-information rule.

12/1/2004: Isochron Scepter's second ability creates a copy of the imprinted card in the Exile zone (that's where the imprinted Instant card is), then allows you to cast it without paying its mana cost.

12/1/2004: You cast the copy while this ability is resolving, and still on the stack. Normally, you're not allowed to cast spells or activate abilities at this time. Isochron Scepter's ability provides an exception.

12/1/2004: You don't pay the spell's mana cost. If the spell has X in its mana cost, X is 0. You do pay any additional costs for that spell. You can't use any alternative costs.

12/1/2004: If the copied card is a split card, you may choose to cast either side of the split card, but not both. The split cards Fire/Ice, Illusion/Reality, Night/Day, Stand/Deliver, and Wax/Wane all have at least one side with converted mana cost 2 or less.)

12/1/2004: You can't cast the copy if an effect prevents you from casting Instants or from casting that particular Instant.

12/1/2004: You can't cast the copy unless all of its targets can be chosen.

12/1/2004: If you don't want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are checked.

3/1/2005: The creation of the copy and then the casting of the copy are both optional.
nabeshin wrote:WTF? You put here old crap? I have corrected all, have absolutely overworked? Sometimes it is necessary to have a rest...
viewtopic.php?f=63&t=5797
look here that I have corrected, possibly there are still errors, at least Figure of Destiny - is BS, dualmana - incorrect work.(u can use my variant, and he not an ideal)
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