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

PostPosted: 07 Jan 2012, 13:09
by nabeshin
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...

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?

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

PostPosted: 07 Jan 2012, 14:00
by kevlahnota
Did you try playing the ghitu ascension deck? I revised my code on Isochron Scepter and I think it should work...

nabeshin wrote:
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...

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?

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

PostPosted: 07 Jan 2012, 15:38
by nabeshin
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 copy of a card spell
P.P.S. if you want i make lighter variant "Storage", that use in responsible places.

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

PostPosted: 07 Jan 2012, 22:36
by nabeshin
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.

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

PostPosted: 08 Jan 2012, 16:15
by default8p
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?
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.

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

PostPosted: 08 Jan 2012, 16:52
by kevlahnota
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.

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. :roll:

default8p wrote:
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?
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.

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

PostPosted: 08 Jan 2012, 22:28
by nabeshin
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.

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

PostPosted: 11 Jan 2012, 08:44
by Persee
nabeshin wrote:Fresh and working Arcbound Ravager , Isochron Scepter take here
We can code sacrifice cost for Arcbound Ravager.

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

PostPosted: 11 Jan 2012, 14:14
by nabeshin
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...

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

PostPosted: 12 Jan 2012, 09:54
by Persee
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...
You're right, I used "Object():RetainDataChest()" in my code at each change of the number of counter.

PS : sorry for my bad english

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

PostPosted: 13 Jan 2012, 15:36
by paugru
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

PostPosted: 16 Jan 2012, 09:16
by Persee
There is a bug with bilands, for exemple with the deck Vagus Animis, when you use fetch land, you see 5 scrublands :
| Open
Image


It's not a graphic bug, we can play all of them.

| Open
Image


I solved the problem by putting only 3 bilands in my deck. The game put the fourth. #-o

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

PostPosted: 16 Jan 2012, 10:08
by CWheezy
Anyone know where to get the DLC from?

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

PostPosted: 16 Jan 2012, 14:13
by MisterBenn
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.

Re: Bug with bilands

PostPosted: 16 Jan 2012, 16:47
by nabeshin
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. #-o
I such saw with other cards.
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).