Board index Programs with AI or Rules Enforcement Magic: The Gathering - Duels of the Planeswalkers New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels) 2012
[MAY-08-2012] DOTP 2012 Custom DLC MOD 1.3
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by nabeshin » 07 Jan 2012, 13:09
You knew that your card doesn't work, knew that my card breaks a rule, but has made nothing itself and hasn't told anything to me. Conscience at you is?kevlahnota wrote: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.
bla bla bla...
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by kevlahnota » 07 Jan 2012, 14:00
Did you try playing the ghitu ascension deck? I revised my code on Isochron Scepter and I think it should work...
nabeshin wrote:You knew that your card doesn't work, knew that my card breaks a rule, but has made nothing itself and hasn't told anything to me. Conscience at you is?kevlahnota wrote: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.
bla bla bla...
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by nabeshin » 07 Jan 2012, 15:38
I an error didn't see, if someone have started to cry without understanding your artful mechanism of "copying", then i want check this shit.
P.S. - Object():GetPlayer():CopySpellWithNewTargets( &cardobj ) - it is a cast of a copyof a card spell
P.P.S. if you want i make lighter variant "Storage", that use in responsible places.
P.S. - Object():GetPlayer():CopySpellWithNewTargets( &cardobj ) - it is a cast of a copy
P.P.S. if you want i make lighter variant "Storage", that use in responsible places.
Last edited by nabeshin on 09 Jan 2012, 10:22, edited 3 times in total.
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by nabeshin » 07 Jan 2012, 22:36
Fresh and working Arcbound Ravager , Isochron Scepter take here
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Edited - Arcbound Ravager don't work, now it doesn't transfer the modules... tomorrow I will complete it.
Sorry, I was fond Static Orb and lost lots of time, here worked demo-version (you need set in func file garbageTable = {})
If I ball by a sign with developers would drown them in vile swearwords...
At last, complete.
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Sorry, I was fond Static Orb and lost lots of time, here worked demo-version (you need set in func file garbageTable = {})
If I ball by a sign with developers would drown them in vile swearwords...
At last, complete.
- Attachments
-
- STATIC_ORB_15862.rar
- please add garbagetable={} in func file.
- (114.84 KiB) Downloaded 372 times
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- ARCBOUND_RAVAGER_8882032.rar
- (1.51 KiB) Downloaded 381 times
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- ISOCHRON_SCEPTER_2200.rar
- (1.25 KiB) Downloaded 382 times
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by default8p » 08 Jan 2012, 16:15
Figured out if anyone else is having this problem, it was the exe from this install that messed it up. If I used exe from casper's mod it worked. Some names were [DECK_SOMETHING] but at least I could select decks in custom game mode.default8p wrote: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
by kevlahnota » 08 Jan 2012, 16:52
thanks for the code nabeshin, anyway does Pyromancer Ascension work with Isochron Scepter when you activate it with exiled card with the same name in the graveyard? If it does then great work.
hmm, in my current installation the exe works good.
-----------------------------------------------nabeshin wrote:Fresh and working Arcbound Ravager , Isochron Scepter take here
----------------------------------------------------------------------Edited - Arcbound Ravager don't work, now it doesn't transfer the modules... tomorrow I will complete it.
Sorry, I was fond Static Orb and lost lots of time, here worked demo-version (you need set in func file garbageTable = {})
If I ball by a sign with developers would drown them in vile swearwords...
At last, complete.
hmm, in my current installation the exe works good.
default8p wrote:Figured out if anyone else is having this problem, it was the exe from this install that messed it up. If I used exe from casper's mod it worked. Some names were [DECK_SOMETHING] but at least I could select decks in custom game mode.default8p wrote: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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kevlahnota - Programmer
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Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by nabeshin » 08 Jan 2012, 22:28
Get ready! Perfectly works, but my variant of "Isochron Scepter" has sucked away, because I have just now understood that it doesn't do "Spell Copy", it make card copy...
I will go to correct.
I will go to correct.
- Attachments
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- PYROMANCER_ASCENSION.rar
- (107.81 KiB) Downloaded 322 times
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by Persee » 11 Jan 2012, 08:44
We can code sacrifice cost for Arcbound Ravager.nabeshin wrote:Fresh and working Arcbound Ravager , Isochron Scepter take here
- Code: Select all
<ACTIVATED_ABILITY auto_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.]]></LOCALISED_TEXT>
<COST type="Sacrifice" number="1">
<TARGET_DETERMINATION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_IN_PLAY )
filter:SetPlayer( Object():GetPlayer() )
filter:AddCardType ( CARD_TYPE_ARTIFACT )
return TargetGoodF()
</TARGET_DETERMINATION>
<PLAYTIME>
ChooseTarget( "CARD_QUERY_CHOOSE_ARTIFACT_TO_SACRIFICE" )
</PLAYTIME></COST>
<RESOLUTION_TIME_ACTION>
if Object():GetZone() == ZONE_IN_PLAY then
Object():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
end
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY behaviour="Firebreathing"/>
</ACTIVATED_ABILITY>
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by nabeshin » 11 Jan 2012, 14:14
It is possible so to make, at first was so, the problem here another, a card didn't want to transfer the saved up modules. And while I searched for a problem source, modified all code some times.
P.S. By the way, pay attention to in what way I transfer number of +1/+1 counters to other card.Game deleted the data when I tried to transfer them in more habitual way.
Probably use of "Object():RetainDataChest()" could help in this case.
Has absolutely forgotten! The working variant is ready, check on stability is necessary...
P.S. By the way, pay attention to in what way I transfer number of +1/+1 counters to other card.Game deleted the data when I tried to transfer them in more habitual way.
Probably use of "Object():RetainDataChest()" could help in this case.
Has absolutely forgotten! The working variant is ready, check on stability is necessary...
- Attachments
-
- ISOCHRON_SCEPTER_2200.rar
- (1.24 KiB) Downloaded 363 times
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by Persee » 12 Jan 2012, 09:54
You're right, I used "Object():RetainDataChest()" in my code at each change of the number of counter.nabeshin wrote:It is possible so to make, at first was so, the problem here another, a card didn't want to transfer the saved up modules. And while I searched for a problem source, modified all code some times.
P.S. By the way, pay attention to in what way I transfer number of +1/+1 counters to other card.Game deleted the data when I tried to transfer them in more habitual way.
Probably use of "Object():RetainDataChest()" could help in this case.
Has absolutely forgotten! The working variant is ready, check on stability is necessary...
PS : sorry for my bad english
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by paugru » 13 Jan 2012, 15:36
Thanks a lot for all the awesome work! After installing this update, when I want to play the black/blue decks "Cold Heart" and "Necromancy" magic_2012.exe stops working and the program crashes to desktop. I know this is not a lot of info but maybe anyone has an idea what might cause this?
Bug with bilands
by Persee » 16 Jan 2012, 09:16
There is a bug with bilands, for exemple with the deck Vagus Animis, when you use fetch land, you see 5 scrublands :
It's not a graphic bug, we can play all of them.
I solved the problem by putting only 3 bilands in my deck. The game put the fourth.
- | Open
It's not a graphic bug, we can play all of them.
- | Open
I solved the problem by putting only 3 bilands in my deck. The game put the fourth.
Last edited by Persee on 16 Jan 2012, 17:05, edited 2 times in total.
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by CWheezy » 16 Jan 2012, 10:08
Anyone know where to get the DLC from?
I can't seem to find it anywhere. Also will this potentially work without the DLC?
I can't seem to find it anywhere. Also will this potentially work without the DLC?
Re: [JAN-04-2012] DOTP 2012 Custom DLC MOD 1.2
by MisterBenn » 16 Jan 2012, 14:13
CWheezy, that original Skidrow release can't have the DLC added unless someone (probably Skidrow) packs an update together and releases it. There is a new release out though called "Duels of the Planeswalkers 2012 SE v1.0r61" which contains all the official DLC to date and serves as an excellent base for this mod.
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Re: Bug with bilands
by nabeshin » 16 Jan 2012, 16:47
I such saw with other cards.Persee wrote:There is a bug with bilands, for exemple with the deck Vagus Animis, when you use fetch land,
---------------------------------------------------------------------------------------------
I solved the problem by putting only 3 biland in my deck. The game put the fourth.
I have noticed that you used a standard pack with 60 cards. There is an error with processing of a pack in which becomes less than 60 cards after removal of wrong cards (according to scripts). Usually, in game in a pack the additional lands are added, and in this case is added, it seems to me, last correct card (probably should be the land).
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