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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 thedoo » 18 Mar 2013, 10:03

thefiremind wrote:Thanks for the report. I cleaned up the code on Whispering Specter and added it to the temporary patch, but about Cantivore... I really have no idea about what to do with it: I used the same exact code as Mortivore, just changing creatures with enchantments, so if Mortivore works, I don't see why Cantivore shouldn't. Do you happen to know if you are using another mod that contains Cantivore?
Ah that must be it. I looked through your Cantivore code and couldn't find anything wrong with it, even comparing it to Mortivore. I'm also running the Community DLC which I just looked through and saw that Cantivore is in that one, the error must be from it, here's the code:
Code: Select all
<CONTINUOUS_ACTION>
      Object():GetFilter():Clear()
      Object():GetFilter():SetZone( ZONE_GRAVEYARD )
      Object():GetFilter():AddCardType( CARD_TYPE_ENCHANTEMENT )
      MTG():ObjectDataChest():Int_Set( 1, Object():GetFilter():Count())
</CONTINUOUS_ACTION>
And from another section, since I'm not sure where the error is:
Code: Select all
<CONTINUOUS_ACTION>
      local characteristics = Object():GetCurrentCharacteristics()
      characteristics:Power_Set(MTG():ObjectDataChest():Int_Get(1))
      characteristics:Toughness_Set(MTG():ObjectDataChest():Int_Get(1))
</CONTINUOUS_ACTION>
Should I just delete that Cantivore from the Community DLC one?

One other card I saw was Stinkdrinker Bandit. He's missing his help text for his Prowl mechanic.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 18 Mar 2013, 10:30

thedoo wrote:Should I just delete that Cantivore from the Community DLC one?
Either you delete it, or you substitute it with my copy. Anyway the Cantivore from the community DLC seems OK to me as well, even if it makes unneeded things in my opinion... maybe it fails under some circumstances.

thedoo wrote:One other card I saw was Stinkdrinker Bandit. He's missing his help text for his Prowl mechanic.
OK, added that. I also made the prowl mechanic closer to the real rules, although the change can't be noticed unless you use prowl together with cards that can change creature types of cards in hand.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thedoo » 18 Mar 2013, 11:22

thefiremind wrote:
thedoo wrote:*snip*
Either you delete it, or you substitute it with my copy. Anyway the Cantivore from the community DLC seems OK to me as well, even if it makes unneeded things in my opinion... maybe it fails under some circumstances.

thedoo wrote:*snip*
OK, added that. I also made the prowl mechanic closer to the real rules, although the change can't be noticed unless you use prowl together with cards that can change creature types of cards in hand.
OK, just replacing the Community DLC Cantivore with yours seemed to have fixed it. Thanks for the help and the decks, pretty fun with 4 player FFA.

*EDIT* Just realized after looking at what I quoted from the Community DLC where the error is, Enchantment is spelled wrong in the filter.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby AlphaMagnum » 18 Mar 2013, 15:35

Not sure if this is an issue you know about or not, but here's the situation:

I controlled 1 Birds of Paradise, 3 Forests, and 1 Swamp.

I had Ob Nixilis, the Fallen (cost 3BB) in my hand.

The game would not let me cast him and said something like "you don't control enough untapped lands to cast this spell."

When I put down another forest (now having 1 Birds, 4 Forest, 1 Swamp), the same message occurred again.

Is it that the game doesn't recognize Birds' ability to produce mana of any color? Because it got tapped appropriately (I think?) when I wanted to cast Primeval Titan. I did not experiment with cases where I control no Swamps, 1 Bird, and a card that costs just 1 black mana, but I could try to arrange such a scenario if you wished.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 18 Mar 2013, 16:00

I'm starting to think that I should remove Birds of Paradise and Darksteel Ingot from the card pool, since I'm not using them in any deck and too many people think that they don't work... :lol: they work, but not as you would think without reading my first post carefully:
thefiremind wrote:Darksteel Ingot and Birds of Paradise "LAM version": LAM stands for "least available mana". Those cards always produce the kind of mana for which you have the least available sources. They are good for making a Sunburst deck (I tried to make one, but it didn't work very well so I gave up).
Of course you couldn't cast Ob Nixilis... my Birds of Paradise were producing white, blue or red mana. :P
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby TrueBeliever2 » 18 Mar 2013, 16:10

I recently did my first MOD deck and tried to make a better one. This is the result. It's still not perfect, but I'll put it here for people to see and correct the errors.

DECK Name Exalted Menace GWU

Known problems:

- Deck image is wrong. It should be Rafiq.
- Deck not rated yet.
- Rafiq card is not working.
- Tried to make Stoic Angel, but couldn't make it (code too complex for me). Replaced it with Silent Arbiter.

Link: Unfortunately the page is not permitting me posting the address. It is at Mediafire at link ?nm94nc4o5jg9cjf

@Firemind

There is a bug with your True Believer card. The type is Human Cleric, instead of Cat Knight.
Last edited by TrueBeliever2 on 18 Mar 2013, 16:43, edited 1 time in total.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby AlphaMagnum » 18 Mar 2013, 16:22

thefiremind wrote:I'm starting to think that I should remove Birds of Paradise and Darksteel Ingot from the card pool, since I'm not using them in any deck and too many people think that they don't work... :lol: they work, but not as you would think without reading my first post carefully:
thefiremind wrote:Darksteel Ingot and Birds of Paradise "LAM version": LAM stands for "least available mana". Those cards always produce the kind of mana for which you have the least available sources. They are good for making a Sunburst deck (I tried to make one, but it didn't work very well so I gave up).
Of course you couldn't cast Ob Nixilis... my Birds of Paradise were producing white, blue or red mana. :P
Well. That explains a lot! Thank you for letting me know about that. I'd have remained quite confused otherwise, since I assumed that the least available mana ability only chose from the deck's colors, in which case it ought to have given me black mana.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 18 Mar 2013, 16:43

TrueBeliever2 wrote:I recently did my first MOD deck and tried to make a better one. This is the result. It's still not perfect, but I'll put it here for people to see and correct the errors.
If you want to give visibility to your work, I'd suggest you to open a new topic instead of advertising inside other mods' topics. :lol:

TrueBeliever2 wrote:Tried to make Stoic Angel, but couldn't make it (code too complex for me).
It's not easy... I think the best way would be to give CHARACTERISTIC_DOESNT_UNTAP to all creatures with a static ability(maybe only during the untap step, so you don't see the badge during the whole turn), and then ask the player which creature to untap at the beginning of the untap step with a triggered ability.
EDIT: That's not all, the triggered ability should be fired only once even with multiple Stoic Angels on the battlefield, this is the hardest part.
EDIT 2: This method is actually wrong because you shouldn't be able to untap creatures that wouldn't untap normally... but giving CHARACTERISTIC_DOESNT_UNTAP to all creatures would make impossible to tell the difference. I tried other methods but I can't find one that works.

TrueBeliever2 wrote:PS: There is a bug with your True Believer card. The type is Human Cleric, instead of Cat Knight.
Copy-pasting is still my worst enemy... things will be different from now on, though, because if I start using my own web application for building cards, I won't need to copy the language ordering tags from other cards. :D
Last edited by thefiremind on 18 Mar 2013, 21:43, edited 1 time in total.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby TrueBeliever2 » 18 Mar 2013, 16:53

@Firemind

Right now I'm seeking not recognition, but advice. I based my deck in your files, so if you could correct my errors would help me a lot in understanding what I did wrong.

Rafiq isn't even showing at the card manager.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 18 Mar 2013, 17:10

TrueBeliever2 wrote:@Firemind

Right now I'm seeking not recognition, but advice. I based my deck in your files, so if you could correct my errors would help me a lot in understanding what I did wrong.
I wrote that because I saw your post in the other topic, too.

TrueBeliever2 wrote:Rafiq isn't even showing at the card manager.
There's a </STATIC_ABILITY> in Rafiq's file that shouldn't be there.
I'll be quoting what I wrote to Honeybear (just because I think I wrote a clear explanation, not for other reasons):
thefiremind wrote:When you can't see the card in the deck, it means you wrote something wrong in the XML structure, and finding this kind of errors is really easy if you have Firefox browser: drag and drop your XML onto Firefox and it will point you to the error.
------------------

EDIT: There could be a problem with Jenara, too: the "w" in the ability cost (not the text) should be capital, it probably won't work otherwise. I'd also suggest to remove the auto_skip from Jenara's activated ability because an opponent could definitely want to answer before the toughness increase (with a Lightning Bolt for example).
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby TrueBeliever2 » 19 Mar 2013, 00:21

Thanks I used your insight to correct the errors. But there is another strange behavior, the new cards are glowing so much, that is obscuring the text. Do you know what it could be?

And how can I make the picture for the deck box and the preview card?
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby thefiremind » 19 Mar 2013, 00:44

TrueBeliever2 wrote:Thanks I used your insight to correct the errors. But there is another strange behavior, the new cards are glowing so much, that is obscuring the text. Do you know what it could be?
Yes, TDX files need to be compressed.

TrueBeliever2 wrote:And how can I make the picture for the deck box and the preview card?
Those 2 topics should be helpful for this and for the glowing problem:
viewtopic.php?f=65&t=2956
viewtopic.php?f=65&t=5987
This is how the TDX plugin should be set for card pictures and decks/avatars:
download/file.php?id=9068&mode=view
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby shangq » 21 Mar 2013, 13:41

What wonderful new decks!
It would be better if there was a version of those new decks for ipad!
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Re: Thefiremind's DotP2013 DLC v6 (15/12/2012)

Postby NimNams » 22 Mar 2013, 03:49

thefiremind wrote:There's a process to do in order to make mods compatible with iPad but I don't know the details. The iPad expert here was Emashzed.
I know this was posted a while back, but I've done some digging and I've uncovered this thread from Emashzed.

He seems to lay out the way to convert to iPad in a fairly clear way, but I can't make heads or tails of the specifics. Granted, I know nothing about coding whatsoever...maybe someone else can figure it out? I'd love to play the latest decks on my iPad!
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)

Postby dracolion » 23 Mar 2013, 13:23

I love your work but still can not run the game perfectly.

I encounter many problems with many decks and I know very there is a solution in the forum. The problem is that the solutions are scattered all over the forum and wanted to ask as a favor: if you can put a game instalation guide from vanilla, or what things we have to do when we install to run the game (since we have to install version theta or skidrow, the expansions and all dll's to be included in the path)

Srry for my engl.

Thxs so much.
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