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Thefiremind's DotP2013 DLC v9 (27/5/2013)

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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Threepwood » 19 Feb 2013, 17:31

Whoohoo! New decks and cards!
I can't wait to rip your DLC apart and make my own decks :D

I'm so envious of your programming skills. It takes me ages to create a handful of new cards!
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 19 Feb 2013, 17:42

Threepwood wrote:I'm so envious of your programming skills. It takes me ages to create a handful of new cards!
I don't think you have anything to be envious of: I see in the utilities section that you coded something that I gave up coding long time ago... :wink:
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby incas36 » 19 Feb 2013, 18:19

Thanks a lot Thefiremind's GREAT WORK as always you do!!!!!!
Thanks for your efforts that give us new fun.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Threepwood » 19 Feb 2013, 19:18

thefiremind wrote:
Threepwood wrote:I'm so envious of your programming skills. It takes me ages to create a handful of new cards!
I don't think you have anything to be envious of: I see in the utilities section that you coded something that I gave up coding long time ago... :wink:
Yeah, well, I made that with a lot of patience, free time, and help from the vb compiler.
Not to say it isn't any good.
It is!
Everybody go download it!
(Well, that's enough shameless self promotion for now.)
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby NEMESiS » 19 Feb 2013, 19:40

I will be downloading these and dissect them for bugs. :p I will also need to look at that tool.... on that note, I wish I knew half of what either of you know, most of my cards are gibberish.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby loookaz » 19 Feb 2013, 21:30

correct me if i am wrong but there seems to be some issue with the Rainbow Power deck. Both creatures abilities and enchantments that should add +1/+1 counters for multicolored permanents or creatures do not seems to work. maybe it is some incompatibility issue with other mods i have, but it doesn't seem to work for me

just wanted to inform and ask someone to double check the issue
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 19 Feb 2013, 21:44

loookaz wrote:correct me if i am wrong but there seems to be some issue with the Rainbow Power deck. Both creatures abilities and enchantments that should add +1/+1 counters for multicolored permanents or creatures do not seems to work. maybe it is some incompatibility issue with other mods i have, but it doesn't seem to work for me

just wanted to inform and ask someone to double check the issue
Counters? Which cards are you talking about? Knight of New Alara doesn't add counters, Might of the Nephilim doesn't add counters, Blessing of the Nephilim doesn't add counters. They raise power and toughness but not through counters.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby loookaz » 19 Feb 2013, 22:21

i didn't express myself precisely. all the cards that you mentioned, do not add to the statistics of other creatures, although the conditions are met(there are other multicolored permanents/creatures in play) in other words - although there are multicolored creatures in play after the Knight of New Alara comes into play - nothing happens. none of the creatures receives +1/+1 for their colors.

hopefully i explained it better now, my friend:)

thanks for all the help, support and great cards that you made
really appreciate it:)
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 19 Feb 2013, 22:34

They all use the ColourCount function from GENERAL_FUNCTIONS.LOL. Either you are using my cards in another mod without including my LOL files, or you have another ColourCount function in another mod. Post your SCRIPT_LOG.TXT if you find it in the game directory.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Threepwood » 20 Feb 2013, 00:26

The scry ability of Augury Owl isn't working correctly. I'm not sure what it's doing. Cryptic Annelid probably has the same problem.
The actual function isn't in the card file and I didn't take the effort to look it up in the core, so I can't say what's wrong.

You'll probably want to fix your own code, but I'll give you my version just in case. (I say mine, but I copied most of it from the original Quicksilver Sea.)

Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Augury Owl enters the battlefield, scry 3.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
    <RESOLUTION_TIME_ACTION>
    local scry = 3
    MTG():ObjectDataChest():Set_Int( 0, scry )
    local filter = Object():GetFilter() 
    local player = EffectController() 
    filter:Clear() 
    filter:NotTargetted() 
    filter:SetPlayer( EffectController() ) 
    filter:SetZone( ZONE_LIBRARY ) 
    filter:SetPortion( scry ) 
    player:SetTargetCount( scry ) 
    for i=0, scry-1 do
        player:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ON_BOTTOM_LIBRARY" ) 
    end
    player:ChooseTargetsWithFlags( NO_VALIDATION, EffectDC():Make_Targets(0), QUERY_FLAG_CAN_BE_FINISHED_EARLY + QUERY_FLAG_CAN_BE_FINISHED_EARLY_FOR_AI_AS_WELL )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target_array = {} 
    local rem_count = MTG():ObjectDataChest():Get_Int(0)   
    for i=0,rem_count-1 do   
    target_array[i] = EffectDC():Get_Targets(0):Get_CardPtr(i)  end   
    for i=0,rem_count-1 do   
    if target_array[i] ~= nil then     
    target_array[i]:PutInLibrary( -1 )   
    rem_count = rem_count-1   
    end   
    end 
    MTG():ObjectDataChest():Set_Int( 0, rem_count )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local remainingCount = MTG():ObjectDataChest():Get_Int( 0 )   
    if( remainingCount &gt; 0 ) then   
       local filter = Object():GetFilter()   
       local player = EffectController()
       
       filter:Clear()   
       filter:NotTargetted()   
       filter:SetPortion( remainingCount )   
       filter:SetPlayer( player )   
       filter:SetZone( ZONE_LIBRARY )   
       player:SetTargetCount( remainingCount )       
       while remainingCount &gt; 0 do     
          remainingCount = remainingCount - 1     
          player:SetTargetPrompt( remainingCount, "CARD_QUERY_CHOOSE_CARD_TO_PUT_ONTO_LIBRARY" )   
       end       
       player:ChooseTargetsWithFlags( NO_VALIDATION, EffectDC():Make_Targets(1), 0)
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local i = 0 
    local scryNumber = MTG():ObjectDataChest():Get_Int( 0 ) 
    local nilTest = MTG():EffectDataChest()   
    if nilTest ~= nil then     
       nilTest = nilTest:Get_Targets(1)     
       if nilTest ~= nil then       
          while ( nilTest:Get_CardPtr( i ) ~= nil ) do     
             nilTest:Get_CardPtr( i ):PutInLibrary( scryNumber - (i + 1) )     
             nilTest:Set_CardPtr( i, nil )     
             i = i+1   
          end       
          MTG():ObjectDataChest():Set_Int( 0, scryNumber - i )   
       end 
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 20 Feb 2013, 10:02

I understood the problem... before releasing v7 I made some cleanup of the constants I used, but I didn't realize that there was a chest used twice with the actual values. Overriding LOL files with other WADs could give problems... could you please try to use this WAD and tell me if scry works properly with it? I'll wait for confirmation before moving it to the first post. If it doesn't work, I'll reupload the whole core WAD with the fix included.

EDIT: Patch removed from this post. You'll find it in the first post.
Last edited by thefiremind on 20 Feb 2013, 10:59, edited 1 time in total.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Threepwood » 20 Feb 2013, 10:46

Just tested the scry function. It's working again. Thanks.

Found a bug in Ghostly Flicker.
When target_a is removed from the battlefield before it resolves, target_b is removed from the game, but not put back.
Apparently EffectDC():Get_Targets(0) gives a nil if Get_NthCardPtr(0) is empty, so the whole PutIntoPlay section is skipped.
In the following segment, is the EffectDC():Get_Targets(0) ~= nil really necessary? Since there is also a target_x ~= nil check.

Code: Select all
    <RESOLUTION_TIME_ACTION>
    if EffectDC() ~= nil and EffectDC():Get_Targets(0) ~= nil then
       local target_a = EffectDC():Get_Targets(0):Get_NthCardPtr(0)
       local target_b = EffectDC():Get_Targets(0):Get_NthCardPtr(1)
       if target_a ~= nil then
          target_a:PutIntoPlay( EffectController() )
       end
       if target_b ~= nil then
          target_b:PutIntoPlay( EffectController() )
       end
    end
    </RESOLUTION_TIME_ACTION>
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 20 Feb 2013, 10:58

Threepwood wrote:Apparently EffectDC():Get_Targets(0) gives a nil if Get_NthCardPtr(0) is empty, so the whole PutIntoPlay section is skipped.
In the following segment, is the EffectDC():Get_Targets(0) ~= nil really necessary? Since there is also a target_x ~= nil check.
That's exactly why it is necessary: if EffectDC():Get_Targets(0) is nil, then EffectDC():Get_Targets(0):Get_NthCardPtr(0) gives an "attempt to index a nil value" in SCRIPT_LOG.TXT.
My guess is that the problem isn't in EffectDC():Get_Targets(0), but in the fact that when you change zone to a card pointed inside a target chest, the following pointers somehow get invalidated. I have to save them in a target array as I always do with cards that process multiple targets from the same chest... I totally forgot about that in Ghostly Flicker.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Threepwood » 21 Feb 2013, 14:09

I must admit I never check the SCRIPT_LOG if a card works. I'm happy with just the program not crashing (on that note, 2013 seems a lot more resilient to errors than 2012).

Warstorm Surge is broken again. You forgot to add 'return true' to the trigger when you fixed the LKI issue.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 21 Feb 2013, 14:18

Threepwood wrote:Warstorm Surge is broken again. You forgot to add 'return true' to the trigger when you fixed the LKI issue.
That's something I tend to forget a lot, so always be on the lookout for that in my cards. :lol:
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