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2013




Thefiremind's DotP2013 DLC v9 (27/5/2013)
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by Barrett » 31 Mar 2013, 09:36
Thanks for your quick reaction but something went wrong: now none of the cards with that abiltity (Bant Sureblade, Jund Hackblade, Naya Hushblade) works properly anymore. The ability is never activated, no matter how many multicolored permanents I´m controlling.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 31 Mar 2013, 09:52
I don't know what to say...Barrett wrote:Thanks for your quick reaction but something went wrong: now none of the cards with that abiltity (Bant Sureblade, Jund Hackblade, Naya Hushblade) works properly anymore. The ability is never activated, no matter how many multicolored permanents I´m controlling.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by Wolfen » 07 Apr 2013, 17:35
Hi everyone!
First of all, I love your mod, thefiremind. It's always fun to use your decks
Second, I think I found a bug in the Tamanoa deck. I haven't been able to test it against other decks as I have only played casually lately, but I noticed that the Circle of Flame also deals damage to Ajani's Baneslayer Angel. According to the former's effect, I believe this shouldn't happen as Baneslayer Angel has flying.
Hope this helps!
Greetings
First of all, I love your mod, thefiremind. It's always fun to use your decks

Second, I think I found a bug in the Tamanoa deck. I haven't been able to test it against other decks as I have only played casually lately, but I noticed that the Circle of Flame also deals damage to Ajani's Baneslayer Angel. According to the former's effect, I believe this shouldn't happen as Baneslayer Angel has flying.
Hope this helps!
Greetings

Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 07 Apr 2013, 18:57
Thanks for the report, I actually found that error by myself some time ago, but somehow I forgot to include the fix in the temporary patch. Now it's in. 

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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by nivmizzet1 » 11 Apr 2013, 11:44
Is it possible to permanently save deck builds for your decks? I've tried, but they reset each time I restart the game -- I know you mention something about this in the OP, but it wasn't really clear to me.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 11 Apr 2013, 12:08
It's the usual problem of having a maximum of 18 saved decks. If you delete your profile and then use the 18 decks you like most without ever touching another one until you used 18, they'll probably be saved in your profile allowing you to save their builds. (Emphasis on "probably" because you can never be sure when talking about deck saving, unlocks, etc.)nivmizzet1 wrote:Is it possible to permanently save deck builds for your decks? I've tried, but they reset each time I restart the game -- I know you mention something about this in the OP, but it wasn't really clear to me.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by Threepwood » 12 Apr 2013, 22:56
Found a small bug in Recoil:
When a token is returned to hand, the token still exists while the discard effect resolves (I believe this is correct, since both effects resolve simultaneously, there is no SBA to remove the token).
However, the AI will then discard the token (don't know what will happen with human player), which is not allowed.
The targeting for discard of Recoil should filter out tokens. (Perhaps you could adapt your main discard function, so it can be used for cards like Dinrova Horror as well.)
So I'll give you back a bit of your own code:
When a token is returned to hand, the token still exists while the discard effect resolves (I believe this is correct, since both effects resolve simultaneously, there is no SBA to remove the token).
However, the AI will then discard the token (don't know what will happen with human player), which is not allowed.
The targeting for discard of Recoil should filter out tokens. (Perhaps you could adapt your main discard function, so it can be used for cards like Dinrova Horror as well.)
So I'll give you back a bit of your own code:
- Code: Select all
local filter_count = filter:EvaluateObjects()
for i=0,filter_count-1 do
local candidate = filter:GetNthEvaluatedObject(i)
if candidate:IsToken() == 0 then
candidate:MarkForFilter()
end
end
filter:SetMarkedObjectsOnly()
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 13 Apr 2013, 00:04
OK, added the fix to the temporary patch. Just to be sure that the discard functions will be properly overridden since I changed the names of the LOL files on the temporary patch, I added a second copy of the LOL file with the discard functions, bearing the original name without "1999_".
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by nivmizzet1 » 13 Apr 2013, 14:18
unwinding clock didn't unwind my artifacts in the transference deck. Well, I only had one artifact in play and tapped, an arcbound stinger, but I assume the bug extends to all artifacts. It was vs the return to rakdos deck, but I don't think there was anything in play that should've prevented unwinding clock from activating.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 13 Apr 2013, 15:28
I haven't been able to spot the error, but I totally rewrote the code starting from the original deck pack's Murkfiend Liege (and I also pasted that code onto my Murkfiend Liege, just to be extra sure). Now it should work.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by nivmizzet1 » 24 Apr 2013, 15:05
needle specter isn't causing the opponent to discard a card after it deals combat damage (although the triger activates).
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 24 Apr 2013, 15:34
Try to re-download the temporary patch: I realized I made a mistake on the discard functions after the last edit and fixed it immediately but forgot to warn everyone about that.nivmizzet1 wrote:needle specter isn't causing the opponent to discard a card after it deals combat damage (although the triger activates).

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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by Threepwood » 03 May 2013, 09:37
Agrus Kos' ability isn't doing anything because of a 'parameter mismatch' in the resolution_time_action.
I haven't tested it, but I think
delayDC:Set_CardPtr( FilteredCard() )
should be
delayDC:Set_CardPtr(0, FilteredCard() )
I haven't tested it, but I think
delayDC:Set_CardPtr( FilteredCard() )
should be
delayDC:Set_CardPtr(0, FilteredCard() )
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by spakattack » 03 May 2013, 16:42
Thefiremind, since you added snow covered mana in this dlc, is it possible to code Rimescale Dragon's ability?
I want to make a B/R deck with nothing but snow covered swamps and some B/R dual lands. I'd like to put your Drift of the Dead in it and a Rimescale Dragon, the rest of the deck will be about mostly mono black you lose life i gain life kind of thing, and creatures like Sengir Vampire, Faceless Butcher, Kokusho, the Evening Star, and Reiver Demon.
I want to make a B/R deck with nothing but snow covered swamps and some B/R dual lands. I'd like to put your Drift of the Dead in it and a Rimescale Dragon, the rest of the deck will be about mostly mono black you lose life i gain life kind of thing, and creatures like Sengir Vampire, Faceless Butcher, Kokusho, the Evening Star, and Reiver Demon.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 03 May 2013, 18:11
Snow mana doesn't work, so it's not possible. When I started to make snow lands I didn't know that yet.
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