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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 Meioh » 21 Feb 2013, 16:17

thefiremind wrote:
Meioh wrote:Yay new decks!

I love your decks - even if some of them might not be the strongest around. They all have really fun strats - and that's what i'm looking for in a game like this. Not the whole solitaire-esque Eldrazi on first turn bs decks people seem to be fond of nowadays.
You wrote in the wrong topic but thanks anyway! :lol:
Welp i'm hella dumb.

While we're at it though, i was trying the new 5 color deck and i noticed most effects regarding multi-coloured permas aren't working - i.e. might of the nephilim, gloryscale viashino, etc.

I have both corefixes, and i've seen gloryscale working on another deck >:. Dunno what's up with that.

EDIT: might as well bring the discussion here
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 21 Feb 2013, 16:29

Meioh wrote:i was trying the new 5 color deck and i noticed most effects regarding multi-coloured permas aren't working - i.e. might of the nephilim, gloryscale viashino, etc.
You are the second who reports that, and here's my previous answer:
thefiremind wrote: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.
Since those cards work perfectly for me, I can't understand the problem until someone posts his SCRIPT_LOG.TXT.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Meioh » 21 Feb 2013, 16:38

SCRIPT_LOG.TXT
(946.2 KiB) Downloaded 276 times
Here it is.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 21 Feb 2013, 16:58

attempt to call global 'ColourCount' (a nil value)
This means that the function isn't even seen. I'm wondering if LOL filenames must be unique through different mods... I don't have any other GENERAL_FUNCTIONS.LOL in other modders' folders but maybe it's in a mod that I didn't download (or update). Try to download and extract my latest temporary patch and see if it helps.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Meioh » 21 Feb 2013, 17:24

Oh, they work now with your temp patch!

Thank you C:!
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby RiiakShiNal » 22 Feb 2013, 03:14

thefiremind wrote:This means that the function isn't even seen. I'm wondering if LOL filenames must be unique through different mods... I don't have any other GENERAL_FUNCTIONS.LOL in other modders' folders but maybe it's in a mod that I didn't download (or update).
I had suspected that at least some filenames are unique through all mods ever since we discovered that the game only recognizes one APPID_LINKING.TXT throughout all mods. This would seem to confirm that suspicion at least for LOL files.

Though as a precaution I always prefixed my LOL files to basically ensure they would be unique, I also did that with all my functions (though not my constants to keep with the existing constant naming patterns) to both prevent conflicts and to ensure there is no ambiguous code mapping.

Changing your files at this point would probably be fairly time consuming not to mention the other mods it might break due to them referencing your functions. So doing a major overhaul may not be worth (should have no problems prefixing your files though), but at the very least for future functions you write I recommend prefixing both the files and the functions themselves.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Threepwood » 22 Feb 2013, 13:39

Venser, Shaper Savant, doesn't give the dialogue to target a spell because of wrong number of arguments.
In the following section, ChooseTargetWithFlags() should probably be ChooseTarget().

Code: Select all
    <PLAY_TIME_ACTION target_choosing="1">
    if EffectDC():Get_Int(5) == 0 then
       EffectController():ChooseTargetWithFlags( 0, "CARD_QUERY_CHOOSE_SPELL", EffectDC():Make_Targets(0) )
    else
       EffectController():ChooseTarget( 1, "CARD_QUERY_CHOOSE_PERMANENT_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    end
    </PLAY_TIME_ACTION>
--------------------------------------------------------------------------------------------------
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 22 Feb 2013, 13:46

Sometimes I think I would make less errors by writing all the code from scratch instead of copy-pasting so much... but it would also take me much longer to make the cards, so I'll still copy-paste. :lol: Fix included.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby NEMESiS » 24 Feb 2013, 02:20

Agent of Masks has the power and toughness backwards.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 24 Feb 2013, 10:15

NEMESiS wrote:Agent of Masks has the power and toughness backwards.
The funny thing is that I was really sure it was 3/2... #-o
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby NEMESiS » 27 Feb 2013, 21:31

OK, I found a bug in the strangest of fashions. lol Somebody posted this video about your flickering tactics deck and it seems that at 16:50 you can see Kor Hookmaster tapping itself, should be only opponents.

http://www.youtube.com/watch?v=pslGZBMOl38
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 27 Feb 2013, 21:42

NEMESiS wrote:OK, I found a bug in the strangest of fashions. lol Somebody posted this video about your flickering tactics deck and it seems that at 16:50 you can see Kor Hookmaster tapping itself, should be only opponents.

http://www.youtube.com/watch?v=pslGZBMOl38
I feel popular! :lol: Anyway, fix applied. :wink:
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby Whizard » 28 Feb 2013, 14:59

You are a m*f*n genious. Thats all I can say. ;)
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby ptisan35700 » 28 Feb 2013, 20:16

Hello, this may or may not have been answered before, but with these decks, they all say 0/10 unlocked, but a victory does not unlock any cards. In the deck manager, no "Unlock" button shows, and although there is a "Premium foil deck" button, it doesn't seem to do anything. I've also tried it with and without the unlock files.

I don't know if I'm having a conflict with any of the other decks/wad files (I've installed pretty much all the major ones, haha), but I would appreciate any help. I'm using the Theta version, by the way.


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

Postby thefiremind » 28 Feb 2013, 20:34

ptisan35700 wrote:Hello, this may or may not have been answered before, but with these decks, they all say 0/10 unlocked, but a victory does not unlock any cards. In the deck manager, no "Unlock" button shows, and although there is a "Premium foil deck" button, it doesn't seem to do anything. I've also tried it with and without the unlock files.

I don't know if I'm having a conflict with any of the other decks/wad files (I've installed pretty much all the major ones, haha), but I would appreciate any help. I'm using the Theta version, by the way.


Thanks.
Reading the first post would help...
thefiremind wrote:"Promo edition" decks: They don't contain anything more than the "regular edition", but the unlockables are coded as promo cards. This way, the unlocks will be forever unlocked after inserting the 10 promo codes...
:wink:
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