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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 thefiremind » 20 May 2013, 14:44

NEMESiS wrote:I want to come back to this issue from page 19. I am encountering the same problem as the previous poster. The +1/+1 "pumps" by Knight of New Alara are not being met from my play experience. I will look for the Script_log.txt tonight.
And then again, I just tested it another time and it works flawlessly for me, so it must be because of another mod.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby NEMESiS » 20 May 2013, 23:34

Downloaded your latest updated wad and its working fine now. I was playing 4 v 4 when it happened so not sure if that is related.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby zbeng » 22 May 2013, 05:41

Hi "Thefiremind"!
I love you decks!

I also have a bug report:
I was playing Nature Shaper deck and tried to cast Cackling Counterpart from the graveyard for its flshback cost.
I copied a 12/12 ooze token I had on the battlefield.
I expected it to come as 18/18 since I had two Master Biomancer ceatures on the battlefield. one regular 2/4 and another token biomancer 4/6, but it came only as a 12/12.
I also had two Primordial Sage tokens, but I don't remember if I was asked about drawing cards.
I suspect that the token that was created from the flashback option, did not activate all the "comes into the battlefield" effects, but you probably know better than my guesses.

Thanks for the wonderful modding activity!

Zbeng.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby thefiremind » 22 May 2013, 08:53

zbeng wrote:I was playing Nature Shaper deck and tried to cast Cackling Counterpart from the graveyard for its flshback cost.
I copied a 12/12 ooze token I had on the battlefield.
I expected it to come as 18/18 since I had two Master Biomancer ceatures on the battlefield. one regular 2/4 and another token biomancer 4/6, but it came only as a 12/12.
This is odd, there shouldn't be any difference between a "flashbacked" Cackling Counterpart and a "non-flashbacked" one... and there shouldn't be any difference between Cackling Counterpart and any other token generator, for that matter. My Master Biomancer searches for cards that begin the zone change to the battlefield, and for each of those, it sets a delayed trigger that gives the +1/+1 counters. I'll try to move the creation of the delayed trigger inside the ZONECHANGE_BEGIN trigger condition, and I'll make a temporary patch if I'm successful.

zbeng wrote:I also had two Primordial Sage tokens, but I don't remember if I was asked about drawing cards.
That can't happen because Primordial Sage requires a creature spell, not just a creature that enters the battlefield, and Cackling Counterpart is an instant, not a creature.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby zbeng » 22 May 2013, 09:00

thefiremind wrote:That can't happen because Primordial Sage requires a creature spell, not just a creature that enters the battlefield, and Cackling Counterpart is an instant, not a creature.
You are absolutely right.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby thefiremind » 22 May 2013, 09:50

Sorry but I can't seem to reproduce the problem. When I copy the Oozes with Cackling Counterpart (either with flashback or not), multiple Master Biomancers grant them the right number of counters. I was thinking... there probably is another Master Biomancer in some other mod... could it be that you are seeing that instead of mine? Are you using other mods?
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby zbeng » 22 May 2013, 10:11

Hi.
I've installed many mods that were published in this Forum by December 2012.
Then I haven't updated the games directory for a long while.
Lately, I came back to see what's new in the modding business :D , and installed only your V8 DLC and the core fixes on top what was before.
I don't think gatecrash cards were available as early as December, but I'm not sure.
Otherwise no new mods.

Also, do you have a way to try and reproduce this scenario quickly, or do you have to play an entire game to this point?
I can try to help recreate the problem, if I can then give you something to work with.

Thanks,

Zbeng
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby thefiremind » 22 May 2013, 10:13

zbeng wrote:Also, do you have a way to try and reproduce this scenario quickly, or do you have to play an entire game to this point?
I made a test deck that only contains Master Biomancer, Slime Molding and Cackling Counterpart in several copies.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby zbeng » 22 May 2013, 10:25

OK. Let me know if I can help in any way.
Thanks for taking the time to look into this.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby thefiremind » 22 May 2013, 11:11

Actually, what I meant is that I already made all the tests I could with that test deck, I wouldn't know what else to try.

The first attempt at making a Master Biomancer is dated 24/1/2013, so if you didn't install any other mod past that date, you shouldn't have different copies of it.

I can't do anything but just wait until it happens again. If it happens again, please take note of the following things:
  • Does the new Ooze have the Mutant sub-type? (Good proof of Master Biomancer actually doing something to it)
  • Even if the new Ooze doesn't have the P/T you were expecting, does it have counters on it? (In rare cases, the game reuses the pointers from tokens that left the battlefield for new ones, and this could make a token have the base P/T of a previous token)
  • Did a SCRIPT_LOG.TXT appear in the game directory? If so, what's written in it? (Default question for any bug)
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby Mazerius » 22 May 2013, 21:48

Dear Firemind,
My apologies for disturbing, but I have a question. It appears that there are 10 extra cards to be unlocked in your decks from this mod, I came to discover that today while installing your mod on a friends computer(using the cracked theta version and the update from the chinese website on a previous post). These 0/10 unlockable cards though for some reason never appeared on my computer(I have the game installed in the same way as my friend), for the past couple of months I've been using your mod. It just shows 0/0 unlockables for your decks. Is there any obvious reason I fail to see as to why the unlockables appear to be "hidden" in my deck manager?
Thanks in advance for the time you took to read this. :)
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby thefiremind » 22 May 2013, 21:51

Mazerius wrote:Is there any obvious reason I fail to see as to why the unlockables appear to be "hidden" in my deck manager?
You need to insert the promo codes:
thefiremind (in the first post) 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, but they will be in the unsaved decks by default (resulting in a deck with more than 60 cards that you'll have to "trim" manually each time).
If the game crashes when inserting them, there's a chance it won't happen again in the future (but nobody here understood exactly how to make it so), or you can delete your profile if you have nothing to lose, and insert the promo codes before even touching any deck, this is 100% sure to prevent crashes.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby Mazerius » 23 May 2013, 05:48

Thank you Firemind, it works good now, all 10 cards unlocked. :)
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby Blue Ghost » 24 May 2013, 07:50

Hey, a few bugs to report.

First, when Ronin Cliffrider attacks, it doesn't stop dealing damage to the opponent's creatures. Looking at the code, it seems you put the damage effect as a continuous action.

Also, Mark for Death seems not to work. Can't tell why from the code.

Warstorm Surge wasn't working in the previous version of your mod. I don't know if you've already fixed that.

Thanks for the decks, by the way. They're really fun. I really appreciate all the hard work you've put into this. :)
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)

Postby thefiremind » 24 May 2013, 08:35

Blue Ghost wrote:First, when Ronin Cliffrider attacks, it doesn't stop dealing damage to the opponent's creatures. Looking at the code, it seems you put the damage effect as a continuous action.
:lol: I wonder how I could have missed that! #-o

Blue Ghost wrote:Also, Mark for Death seems not to work. Can't tell why from the code.
I can't tell, either... but the FILTER block often gives me problems. I'll need to spend time on it.

EDIT: I think I understood... sometimes it's natural for me to think about the FILTER block as part of the CONTINUOUS_ACTION it guides, but it's wrong: the FILTER block is read "one-shot" just at the beginning of resolution, and it determines which objects the CONTINUOUS_ACTION should affect. That's why if I set a pointer in a RESOLUTION_TIME_ACTION and want it to be read from the FILTER block, it will never work because it would be set too late. Temporary patch ready on first post.

Blue Ghost wrote:Warstorm Surge wasn't working in the previous version of your mod. I don't know if you've already fixed that.
It has undergone a lot of changes with the precious feedback from Threepwood, and it should work perfectly by now, but if you find that it's bugged again, just tell me. :wink:
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