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[08-01-2012] DOTP 2013 Community DLC MOD Released

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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby claudio0405 » 03 Oct 2012, 22:03

and the new update :cry: ?
PD: there is a custom deck limit? (not the save limit."Deck limit")
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby SimoSama » 07 Oct 2012, 22:49

"intuition" send 2 cards to the graveyard but don't put the 3rd card in the players hand
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby Ctar » 10 Oct 2012, 07:14

Please use Excel to edit the XML file in a directory "TEXT_PERMANENT", or an error occurs, do not work properly.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RolandHazoto » 10 Oct 2012, 15:18

Is it weird that wayback shows up for me along with all the expansions?
I figured this was worth mentioning since others said they could get it.
Using Theta's 1.0dc120919 update.

EDIT: Also I do have 8 campaign tabs. Also I had to undo the "storm_api" changes to the exe and the dll file name.

UPDATE: I jumped the gun a little with this post. I can select a duel from Wayback 2012 and select a deck but when I start the duel it just goes back to the campaign screen. I'll try reinstalling the mod and report back what happens.

UPDATE 2: I re-downloaded the mod cuz I noticed mine was 2MBs bigger so it was probably outdated. Re-extracted into the game folder and re-ran the game. No change.

UPDATE 3: Upon closer inspection the mod (and the save from the mod) really breaks the expansion. Parts of the expansion say they are already completed while other parts are locked. It's tricky to really explain if someone wants a screen shot let me know and I'll upload one.
Last edited by RolandHazoto on 10 Oct 2012, 16:04, edited 1 time in total.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby daenon611 » 10 Oct 2012, 15:49

Same to me. Allready installed the SVN-UpToDate Version. :-(
No Chance at the Moment.
I'll try later to remove the corresponding campain from the BaseGame ...
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RolandHazoto » 10 Oct 2012, 16:04

Updated my previous post with more issues.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 10 Oct 2012, 18:20

Maybe it could be possible to "fuse" the expansion with the custom mod: if we could override the first expansion campaign with a version that is divided in planes, we could keep the original expansion structure on Shandalar and distribute the custom duels on the other planes (skipping kevlahnota's guild deck encounters which aren't needed anymore now that we have the official ones).
I don't know if it's possible because when making custom campaigns, strange things happen, especially with the horizontal lines that join the opponents (and I still haven't understood where those lines are configured).
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby BlindWillow » 10 Oct 2012, 23:34

thefiremind wrote:I don't know if it's possible because when making custom campaigns, strange things happen, especially with the horizontal lines that join the opponents (and I still haven't understood where those lines are configured).
I think they might be configured in campaign_layout.lol in Lube\SkinD12\Menus\Play\Campaign_2. At least, that's the only place I see any mention of "rails" as they are apparently called (look at campaign_rail_alara.tdx in Art_Assets\Frontend, for instance).
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 11 Oct 2012, 09:22

I'm doing some tests about overriding campaign 5, but somehow I can't divide it in planes.

This is my test:
Code: Select all
<?xml version="1.0"?>

<campaign name="EXP_CAMPAIGN_NAME" id="5" content_pack="1" locked="false">
   <node id="1" core="true" type = "two player duel" name_tag="PLAYER_NAME_SELESNYA" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-500" small_x = "-601" size = "2" plane = "1" always_available = "true">
      <opponent name="PLAYER_NAME_SELESNYA" deck="E13_SELESNYA" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock deck="E13_SELESNYA" />
   </node>
   
   <node id="2" core="true" type = "two player duel" name_tag="PLAYER_NAME_AZORIUS" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-250" small_x = "-561" size = "2" plane = "1">
      <prereq id="1" />
      <opponent name="PLAYER_NAME_AZORIUS" deck="E13_AZORIUS" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock deck="E13_AZORIUS" />
   </node>
   
   <node id="3" core="true" type = "two player duel" name_tag="PLAYER_NAME_RAKDOS" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="0" small_x = "-521" size = "2" plane = "1">
      <prereq id="2" />
      <opponent name="PLAYER_NAME_RAKDOS" deck="E13_RAKDOS" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock deck="E13_RAKDOS" />
   </node>
   
   <node id="4" core="true" type = "two player duel" name_tag="PLAYER_NAME_IZZET" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="250" small_x = "-481" size = "2" plane = "1">
      <prereq id="3" />
      <opponent name="PLAYER_NAME_IZZET" deck="E13_IZZET" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock deck="E13_IZZET" />
   </node>
   
   <node id="5" core="true" type = "two player duel" name_tag="PLAYER_NAME_GOLGARI" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="500" small_x = "-441" size = "2" plane = "1">
      <prereq id="4" />
      <opponent name="PLAYER_NAME_GOLGARI" deck="E13_GOLGARI" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock deck="E13_GOLGARI" campaign="6" plane="2" />
   </node>
   
   <node id="6" core="true" type = "two player duel" name_tag="NAME1999_SKITHIRYX" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-500" small_x = "-344" size = "2" plane = "2">
      <prereq id="5" />
      <opponent name="NAME1999_SKITHIRYX" deck="D1999_PHYREXIAN_POISON" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock plane="3" />
   </node>

   <node id="7" core="true" type = "two player duel" name_tag="NAME1999_SKITHIRYX" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-500" small_x = "-110" size = "2" plane = "3">
      <prereq id="6" />
      <opponent name="NAME1999_SKITHIRYX" deck="D1999_PHYREXIAN_POISON" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock plane="4" />
   </node>

   <node id="8" core="true" type = "two player duel" name_tag="NAME1999_SKITHIRYX" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-500" small_x = "136" size = "2" plane = "4">
      <prereq id="7" />
      <opponent name="NAME1999_SKITHIRYX" deck="D1999_PHYREXIAN_POISON" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock plane="5" />
   </node>

   <node id="9" core="true" type = "two player duel" name_tag="NAME1999_SKITHIRYX" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-500" small_x = "368" size = "2" plane = "5">
      <prereq id="8" />
      <opponent name="NAME1999_SKITHIRYX" deck="D1999_PHYREXIAN_POISON" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
      <unlock plane="6" />
   </node>

   <node id="10" core="true" type = "two player duel" name_tag="NAME1999_SKITHIRYX" locked_description_tag="CAMPAIGN_NODE_DESCRIPTION_LOCKED_GENERIC" available_description_tag="CAMPAIGN_NODE_DESCRIPTION_AVAILABLE_PLANESWALKER_DECK_UNLOCK" complete_description_tag="CAMPAIGN_NODE_DESCRIPTION_COMPLETE_GENERIC" x="-500" small_x = "573" size = "2" plane = "6">
      <prereq id="9" />
      <opponent name="NAME1999_SKITHIRYX" deck="D1999_PHYREXIAN_POISON" planeswalker_desc = "PLANESWALKER_DESC_GARRUK_WILDSPEAKER_1" />
   </node>

</campaign>
(I used my poison deck as placeholder for having at least 1 duel on each plane)

When I enter this campaign, I just see Skithiryx and I don't have any plane to click on. If someone comes to a deeper understanding of how to configure campaigns, please let me know.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby daenon611 » 11 Oct 2012, 10:23

For the Moment, to me, I remove the data_dlc_0001.wad from the game (by renaming). Then the Wayback is allready playable.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RolandHazoto » 06 Nov 2012, 21:24

I just bought the game and expansion for a friend of mine and I figured I'd pop in and ask if we are going to see an update to accommodate the expansion issues?
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby 123kit » 18 Nov 2012, 10:50

Thank you for your share, I like your decks much!
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 18 Nov 2012, 23:39

kpruss noticed that there was something wrong with Force of Will and Intuition. The following is the fixed (but untested) code for both cards. Sorry if I don't update the repository, but I still haven't installed TortoiseSVN since the last PC formatting and I don't have time to do that at the moment. Also, there could be something else wrong, I just fixed the 2 small errors I found.

Force of Will:
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="FORCE_OF_WILL_8883107" />
  <CARDNAME text="FORCE_OF_WILL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Force of Will]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Forza di Volontà]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Willenskraft]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Force de volonté]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fuerza de voluntad]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Force of Will]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Force of Will]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Force of Will]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Força de Vontade]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="8883107" />
  <ARTID value="8883107" />
  <ARTIST name="Terese Nielsen" />
  <CASTING_COST cost="{3}{U}{U}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="DPG" />
  <RARITY metaname="U" />
  <UTILITY_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi pagare un punto vita e esiliare una carta blu dalla tua mano invece di pagare il costo di mana della Forza di Volontà.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst eine blaue Handkarte aus Deiner Hand aus dem Spiel entfernen und 1 Lebenspunkt bezahlen, anstatt die Spruchkosten der Willenskraft zu bezahlen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may pay 1 life and exile a blue card from your hand rather than pay Force of Will’s mana cost.]]></LOCALISED_TEXT>
    <COST type="generic" qualifier="alternate" tag="ALTERNATE_COST_LIFE_EXILE_BLUE">
      <TARGET_DEFINITION id="6">
      local filter = Object():GetFilter()
      filter:Clear()
      filter:SetPlayer( EffectController() )
      filter:SetZone( ZONE_HAND )
      filter:SetCardInstance( Object() )
      filter:AddExtra( FILTER_EXTRA_FLIP_CARD_INSTANCE )
      filter:AddColour( COLOUR_BLUE )
      filter:NotTargetted()
      </TARGET_DEFINITION>
      <TARGET_DETERMINATION>
      return AtLeastOneTargetFromDefinition(6)
      </TARGET_DETERMINATION>
      <PLAY_TIME_ACTION>
      EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_CARD_TO_EXILE", EffectDC():Make_Targets(6) )
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
      local target = EffectDC():Get_Targets(6):Get_NthCardPtr(0)
      if target ~= nil then
         target:GuidedReveal( ZONE_HAND, ZONE_HAND ) -- unfortunately, ZONE_REMOVED_FROM_GAME doesn't work for GuidedReveal
         target:RemoveFromGame()
         EffectController():LoseLife(1)
      end
      </RESOLUTION_TIME_ACTION>
    </COST>
  </UTILITY_ABILITY>
  <SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Counter target spell.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Contrecarrez le sort ciblé.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Contrarresta el hechizo objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Neutralisiere einen Zauberspruch deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Neutralizza una magia bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[呪文1つを対象とし、それを打ち消す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[주문 한 개를 목표로 정한다. 그 주문을 무효화한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Отмените целевое заклинание.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Anule a mágica alvo.]]></LOCALISED_TEXT>
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetZone( ZONE_STACK )
    filter:SetStackObjectType( STACK_OBJECT_CARD )
    filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_SPELL_TO_COUNTER", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_NthCardPtr(0)
    if target ~= nil then
       target:CounterSpell()
    end
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <AI_AVAILABILITY type="in_response_dangerous" />
  <AI_BASE_SCORE score="900" zone="ZONE_HAND" />
</CARD_V2>
Intuition:
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="INTUITION_8884707" />
  <CARDNAME text="INTUITION" />
  <TITLE>
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Intuition]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Intuition]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="8884707" />
  <ARTID value="8884707" />
  <ARTIST name="April Lee" />
  <CASTING_COST cost="{2}{U}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="DPG" />
  <RARITY metaname="R" />
  <SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
     <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
     <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Search your library for any three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.]]></LOCALISED_TEXT>
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetFilterType( FILTER_TYPE_PLAYERS + FILTER_TYPE_OPPONENTS)
    filter:SetOwner( EffectController() )
    filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_OPPONENT", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   local opponent = EffectDC():Get_Targets(0):Get_PlayerPtr(0) 
   ObjectDC():Set_PlayerPtr(0, opponent)
   local total = 0
    local filter = Object():GetFilter()
    local effectController = EffectController()
    effectController:MarkSearchedLibrary()
    filter:Clear()
    filter:NotTargetted()
    filter:SetZone( ZONE_LIBRARY )
    filter:SetPlayer( effectController )
   total = filter:Count()
   
   if total &gt; 3 then
      effectController:SetTargetCount( 3 )
   else
      effectController:SetTargetCount( total )
   end
   
   for i=0,total-1 do
       effectController:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_REVEAL" )
    end
    effectController:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(1) )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   local browser = EffectDC():Get_Targets(1)
    local player = ObjectDC():Get_PlayerPtr(0)
    if player ~= nil then
       if browser ~= nil then
          player:SetTargetCount( 1 )
          player:SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_CARD_TO_PUT_INTO_HAND" )
          player:ChooseTargetsFromDCWithFlags( NO_VALIDATION, browser, EffectDC():Make_Targets(2), QUERY_FLAG_CAN_BE_FINISHED_EARLY )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
   local target_array = {}
   for i = 0,2 do
      target_array[i] = EffectDC():Get_Targets(1):Get_NthCardPtr(i)
   end
   local chosen_card = EffectDC():Get_Targets(2):Get_CardPtr(0)
   for i = 0,2 do
       local target = target_array[i]
       local player = EffectController()
       if (target ~= nil and player ~= nil) then
         if target ~= chosen_card then
            target:GuidedReveal( ZONE_LIBRARY, ZONE_GRAVEYARD )
            target:PutInGraveyard()
         else
            target:GuidedReveal( ZONE_LIBRARY, ZONE_HAND )
            target:PutInHand()
         end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <AI_AVAILABILITY type="in_response" />
  <AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
  <AI_AVAILABILITY step="main_1" turn="my_turn" />
  <AI_AVAILABILITY step="main_2" turn="my_turn" />
  <AI_BASE_SCORE score="150" zone="ZONE_HAND" />
</CARD_V2>
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby kpruss » 19 Nov 2012, 05:20

Thanks for the quick fixes, going to test them. That madness deck was really annoying to play unless you played intuition as an entomb or replaced them with careful study. When I found out about the intuition bug, it was when I was using it in a deck with sun titan, gifts ungiven and intuition. In playing with these cards, phantasmal image seems broken. I cannot cast it without it dying immediately and when targeted by sun titan in the graveyard. it just doesn't do anything. I'm trying to compare it to like phantom bear and clone, but unless I need to use something other than notepad to read these files, they tend to be in some kind of jumbled mess so it takes me a while to format them into what it looks like in your previous post.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 19 Nov 2012, 09:28

kpruss wrote:unless I need to use something other than notepad to read these files, they tend to be in some kind of jumbled mess so it takes me a while to format them into what it looks like in your previous post.
I know. Pressing ENTER on the keyboard when you are writing something should actually add 2 characters: "carriage return" and "new line". In kevlahnota's files there's only "new line" and Notepad doesn't recognize it as a proper change of line. This is useful in flavor text because it always appears in one line, but it seems just a mess in the rest of the file.
If you use Notepad++, for example, the file is seen correctly. If you don't want to use Notepad++, you can use this little program I made:
Returnizer.zip
Adds "carriage return" to "new line"
(7.93 KiB) Downloaded 272 times
Drag and drop an XML file on this executable and it will change new lines with proper ones. You'll still see some indentation problems on Notepad because tabs are 8 characters long on Notepad instead of 4, but most of the work will be already done.

kpruss wrote:In playing with these cards, phantasmal image seems broken. I cannot cast it without it dying immediately and when targeted by sun titan in the graveyard. it just doesn't do anything.
I'll see if I can do something about Phantasmal Image, too, but it's a very tricky card, I think kevlahnota himself fixed that card a ton of times! :lol:

EDIT: Try with this code for Phantasmal Image:
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="PHANTASMAL_IMAGE_888220099" />
  <CARDNAME text="PHANTASMAL_IMAGE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Phantasmal Image]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Immagine Fantasma]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Traumbild]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Image phantasmatique]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Imagen fantasmal]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[幻影の像]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Phantasmal Image]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Призрачный Образ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Imagem Fantasmal]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="888220099" />
  <ARTID value="888220099" />
  <ARTIST name="Nils Hamm" />
  <CASTING_COST cost="{1}{U}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Illusion" />
  <EXPANSION value="DPG" />
  <RARITY metaname="R" />
  <POWER value="0" />
  <TOUGHNESS value="0" />
  <TRIGGERED_ABILITY replacement_query="1" filter_zone="ZONE_IN_PLAY" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may have Phantasmal Image enter the battlefield as a copy of any creature on the battlefield, except it’s an Illusion in addition to its other types and it gains “When this creature becomes the target of a spell or ability, sacrifice it.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi far entrare l’Immagine Fantasma nel campo di battaglia come una copia di qualsiasi creatura sul campo di battaglia, tranne che è un’Illusione in aggiunta ai suoi altri tipi e ha “Quando questa creatura diventa bersaglio di una magia o abilità, sacrificala”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst das Traumbild als Kopie einer beliebigen Kreatur im Spiel ins Spiel kommen lassen, außer dass es zusätzlich zu seinen anderen Typen auch eine Illusion ist und „Wenn diese Kreatur das Ziel eines Zauberspruchs oder einer Fähigkeit wird, opfere sie” hat.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vous pouvez faire que l’Image phantasmatique arrive sur le champ de bataille comme une copie de n’importe quelle créature sur le champ de bataille, excepté que c’est une illusion en plus de ses autres types et qu’elle acquiert « Quand cette créature devient la cible d’un sort ou d’une capacité, sacrifiez-la. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Puedes hacer que la Imagen fantasmal entre al campo de batalla como una copia de cualquier criatura en el campo de batalla, excepto que es una Ilusión además de sus otros tipos y gana “Cuando esta criatura sea objetivo de un hechizo o habilidad, sacrifícala”.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたは幻影の像を、それが他のタイプに加えてイリュージョンであり、「このクリーチャーが呪文や能力の対象になったとき、それを生け贄に捧げる。」を得ることを除き、戦場に出ているいずれかのクリーチャーのコピーとして出してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You may have Phantasmal Image enter the battlefield as a copy of any creature on the battlefield, except it’s an Illusion in addition to its other types and it gains “When this creature becomes the target of a spell or ability, sacrifice it.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вы можете заставить Призрачный Образ выйти на поле битвы в качестве копии любого существа на поле битвы, но при этом он является Иллюзией в дополнение к своим другим типам и получает способность «Когда это существо становится целью заклинания или способности, пожертвуйте его».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Você pode fazer com que Imagem Fantasmal entre no campo de batalha como uma cópia de qualquer criatura no campo de batalha, contudo ela ainda será uma Ilusão além de seus outros tipos e ganhará “Quando esta criatura se tornar alvo de uma mágica ou habilidade, sacrifique-a.”]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
    <TARGET_DEFINITION id="0">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    filter:SetHint( HINT_NEUTRAL, EffectController() )
    filter:May()
    filter:NotTargetted()
    </TARGET_DEFINITION>
    <TARGET_DETERMINATION>
    return AtLeastOneTargetFromDefinition(0)
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_TO_CLONE", EffectDC():Make_Targets(0) )
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target_creature ~= nil and EffectSource() ~= nil then
       local delayDC = EffectDC():Make_Chest(6)
       delayDC:Set_CardPtr( 0, EffectSource() )
       delayDC:Protect_CardPtr(0)
       MTG():CreateDelayedTrigger(1, delayDC)
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_creature = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target_creature ~= nil then   
       target_creature:StoreCopiableValues(EffectDC():Make_Chest(1))   -- this grabs the copiable values from the target and puts them into a datachest
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))      -- this needs to be here to refire any other transition triggers (e.g. devour)
       EffectDC():Protect_CardPtr( COMPARTMENT_ID_EFFECT_SOURCE )      -- this stops the effect from being wiped when we complete the zonechange
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="1">
    if EffectSource() ~= nil and EffectDC():Get_Chest(1) ~= nil then
       EffectSource():UseCopiableValues(EffectDC():Get_Chest(1))
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="4">
    if EffectSource() ~= nil then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:SubType_GetWritable( EffectSource() ):Add( CREATURE_TYPE_ILLUSION , EffectSource() )
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (EffectSource() == nil)
    </DURATION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY resource_id="1" filter_zone="ZONE_IN_PLAY">
    <CLEANUP fire_once="1" />
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_IN_PLAY">
    return TriggerObject() ~= nil and TriggerObject() == EffectDC():Get_CardPtr(0)
    </TRIGGER>
    <CONTINUOUS_ACTION layer="6">
    local card = EffectDC():Get_CardPtr(0)
    if card ~= nil then
       local characteristics = card:GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:GrantAbility(2)
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    local card = EffectDC():Get_CardPtr(0)
    return card == nil or card:GetZone() ~= ZONE_IN_PLAY
    </DURATION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY resource_id="2" filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When this creature becomes the target of a spell or ability, sacrifice it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando questa creatura diventa bersaglio di una magia o abilità, sacrificala.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn diese Kreatur das Ziel eines Zauberspruchs oder einer Fähigkeit wird, opfere sie.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand cette créature devient la cible d’un sort ou d’une capacité, sacrifiez-la.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando esta criatura sea objetivo de un hechizo o habilidad, sacrifícala.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このクリーチャーが呪文や能力の対象になったとき、それを生け贄に捧げる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When this creature becomes the target of a spell or ability, sacrifice it.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда это существо становится целью заклинания или способности, пожертвуйте его]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando esta criatura se tornar alvo de uma mágica ou habilidade, sacrifique-a.]]></LOCALISED_TEXT>
    <TRIGGER value="BECAME_TARGET" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    local creature = EffectSource()
    if creature ~= nil then
       creature:Sacrifice( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="1050" zone="ZONE_IN_PLAY" />
</CARD_V2>
I moved the ability granting to a delayed trigger, I really don't know if it helps, but that's the only idea I had.
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