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[REL] Riiak Shi Nal's DotP 2013 DLC - v1.5
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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by vegeta3sdm » 10 Aug 2012, 04:27
Um. I know this is a super noobish question, but I can't get the DLC stuff to show up in game. I downloaded all three files you provided and unzipped only the WADS into the dotp2013 directory. Do I need something else to allow the program to let me use this additional content?
Thanks everyone.
Thanks everyone.
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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by thefiremind » 10 Aug 2012, 08:22
Yes, you need Rick's DLL in your DotP2013 directory (too many modders forget to mention it in their posts
).

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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by vegeta3sdm » 10 Aug 2012, 17:07
thank you! I really appreciate the help. It works great 

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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by SoulStorm » 25 Aug 2012, 16:56
I tried using counterbore for a new deck recently, but it doesn't exile cards. Could you please take a look at it when you have the opportunity?
Thanks!
Thanks!
Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by RiiakShiNal » 25 Aug 2012, 19:13
It is exiling cards, but it seems to somehow be missing cards from the graveyard so I will have to try coding it differently as the current filter does not seem to be catching all that it should be catching. I can't tell if it is getting the cards in hand at the moment, but it is definitely catching cards in the library.SoulStorm wrote:I tried using counterbore for a new deck recently, but it doesn't exile cards. Could you please take a look at it when you have the opportunity?
Just getting started: Xander9009's DotP 2014 Community Wad
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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by SoulStorm » 26 Aug 2012, 13:14
Thanks for taking a look, hopefully you can figure it out.RiiakShiNal wrote:It is exiling cards, but it seems to somehow be missing cards from the graveyard so I will have to try coding it differently as the current filter does not seem to be catching all that it should be catching. I can't tell if it is getting the cards in hand at the moment, but it is definitely catching cards in the library.
Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by SoulStorm » 28 Aug 2012, 08:46
I came up with a semi-fix for Counterbore:
Nothing else I've tried works. The problem seems to be that the cards are removed from the graveyard before the countered spell arrives there. I thought about delaying the trigger, but I don't know how to do that or even if it's possible.
Another possible solution would be to check the graveyard for the card again after all other effects have resolved, but I don't know know how to do that either.
- Code: Select all
<RESOLUTION_TIME_ACTION ignore_filter="1">
if EffectSource():GetTargetCard() ~= nil then
EffectSource():GetTargetCard():RemoveFromGame()
EffectSource():GetTargetCard():CounterSpell()
end
Nothing else I've tried works. The problem seems to be that the cards are removed from the graveyard before the countered spell arrives there. I thought about delaying the trigger, but I don't know how to do that or even if it's possible.
Another possible solution would be to check the graveyard for the card again after all other effects have resolved, but I don't know know how to do that either.

Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2
by RiiakShiNal » 28 Aug 2012, 15:39
I have just updated the first post with a fixed version of Counterbore. The problem seemed to be that the filter wasn't catching everything (either because it was set before the spell was countered or for some other reason) so I re-wrote the card so that it no longer uses the <FILTER> tag and instead sets the filter in a RESOLUTION_TIME_ACTION and evaluates the cards (more code, but it works properly). By doing it in a separate RESOLUTION_TIME_ACTION after the one in which the spell is countered the filter looking in the graveyard picks up the countered spell and correctly exiles it (without having to exile the countered spell directly).SoulStorm wrote:I came up with a semi-fix for Counterbore:It's a bit hacky since the card is exiled and never goes to the graveyard which is a problem with cards that can't be countered.
- Code: Select all
<RESOLUTION_TIME_ACTION ignore_filter="1">
if EffectSource():GetTargetCard() ~= nil then
EffectSource():GetTargetCard():RemoveFromGame()
EffectSource():GetTargetCard():CounterSpell()
end
Nothing else I've tried works. The problem seems to be that the cards are removed from the graveyard before the countered spell arrives there. I thought about delaying the trigger, but I don't know how to do that or even if it's possible.
Another possible solution would be to check the graveyard for the card again after all other effects have resolved, but I don't know know how to do that either.
I actually had the solution before your last post (by a couple of days), but I was dealing with a few things so I really wasn't on the forum to post the update as I was dealing with those other things. So I'm sorry for the delay.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by SoulStorm » 28 Aug 2012, 18:32
Thanks for the proper Counterbore fix. And no need to apologize, you work for free, so I believe I'm getting a pretty good deal. 

Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by drleg3nd » 28 Aug 2012, 21:44
Hey riiak any word on when ya releasing new decks ? Thanks
Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by RiiakShiNal » 28 Aug 2012, 22:02
Not at the moment, I've slowed down due to some real life issues (my father is just out of the hospital, my primary domain is currently completely inaccessible, etc...). I will release them when I'm happy with them (though a sneak peak at the elf deck which is still unnamed can be found here). Due to unlock issues I probably will not add any unlocks to the new decks I'm working on (at least until we can come up with a decent solution for the unlock problems).drleg3nd wrote:Hey riiak any word on when ya releasing new decks ? Thanks
I'm also slowly going through the cards I've converted from DotP 2010 and trying to make sure they have the right SFX (copying over as necessary).
I also need to figure out exactly what I'm going to do for the Promo unlocks (which were never supposed to be unlocked) for the DotP 2010 decks (I'll probably look for some cards that could work with them and put those in, taking out the basic land I currently have for the promos).
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by Persee » 06 Sep 2012, 09:03
Resurrection hasn't multiverse ID. It make crash WAD Editor.
Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by RiiakShiNal » 06 Sep 2012, 12:08
It does not crash the WAD Editor because it doesn't have a Multiverse ID (see The Rack and the tokens in my wad don't crash it and they don't have Multiverse IDs either), the WAD Editor crashes because Resurrection does not have an underscore in the filename. I have already reported this as a bug in WAD Editor (Refer to my post here which also includes a couple of workarounds). An editor for a game should support everything that the game supports (within reason), so since the game supports filenames without underscores an editor should also support filenames without underscores (this is reasonable).Persee wrote:Resurrection hasn't Multiverse ID. It make crash WAD Editor.
The reason it does not have a Multiverse ID is because the picture used comes from DotP 2010 (which does not use Multiverse IDs) and there is no version of the card on gatherer with that picture hence I do not have a Multiverse ID to give it. The problem is a bug in the WAD Editor not a problem with my wad (which works perfectly well with DotP 2013).
As it stands, if anyone creates a card without an underscore in the filename (for any reason) that card will cause the WAD Editor to crash. Here are some other example filenames that will crash it (notice that two of them actually have Multiverse IDs in the filename):
- RESURRECTION108885.XML
- THUNDERBLUST157411.XML
- THERACK.XML
- RESURRECTION_.XML
- RESURRECTION_108885.XML
- RESURRECTION108885_.XML
- RESUR_RECTION108885.XML
- RESURRECTION108_885.XML
- THUNDERBLUST_157411.XML
- THUNDERBLUST157411_.XML
- THUNDER_BLUST157411.XML
- THUNDERBLUST15_7411.XML
- THE_RACK.XML
- THERACK_.XML
- T_HERACK.XML
As a side note RisenDeep (who wrote WAD Editor) has not visited the forums since August 6th 2012 (a month ago) so it is possible that WAD Editor is no longer being worked on.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
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Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by Persee » 06 Sep 2012, 13:01
Sorry, I didn't know that issue. 
Otherwise, thank for your functions "Choose a creature type". I will use it for Urza's Incubator

Otherwise, thank for your functions "Choose a creature type". I will use it for Urza's Incubator
Re: [REL] Riiak Shi Nal's DotP 2013 DLC - v1.2.1
by RiiakShiNal » 06 Sep 2012, 13:48
Not a problem, I imagine there are several people who didn't (and possibly still don't) know about it.
I'm glad you have a use for them that's what they are there for.
I'm glad you have a use for them that's what they are there for.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
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