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DotP2013 OFFICIAL CARDS Bug Fixes (last update 13/8/2013)

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Re: DotP2013 Core Bug Fixes (last update 04/12/2012)

Postby NEMESiS » 05 Feb 2013, 15:12

The firemind, also Momir Vig, Simic Visionary says:

Whenever you cast a green creature spell, you may search your library for a creature card and reveal it.

However, the ability triggers even without your consent which leads you to getting creature flooded and no land draws. Giving the developers the benefit of the doubt, you might think that they may have done this to increase the flow of the game yet Garruk's Packleader works correctly......


Ironically enough, is there a way to prevent Well of Lost Dreams from triggering whenever you are tapped out? Lol
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Re: DotP2013 Core Bug Fixes (last update 04/12/2012)

Postby thefiremind » 05 Feb 2013, 22:19

NEMESiS wrote:The firemind, also Momir Vig, Simic Visionary says:

Whenever you cast a green creature spell, you may search your library for a creature card and reveal it.

However, the ability triggers even without your consent which leads you to getting creature flooded and no land draws. Giving the developers the benefit of the doubt, you might think that they may have done this to increase the flow of the game yet Garruk's Packleader works correctly......
Momir Vig is fixed now.

NEMESiS wrote:Ironically enough, is there a way to prevent Well of Lost Dreams from triggering whenever you are tapped out? Lol
No triggering at all would be wrong: maybe you have something like Ley Druid and you want to activate it in response so you have 1 mana after that. I wrote the code so that I'm sure that you won't be asked to choose {X} if you have no mana, but to be honest I don't know if the card was working like that already. :lol:
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Re: DotP2013 Core Bug Fixes (last update 04/12/2012)

Postby NEMESiS » 06 Feb 2013, 04:34

ImageImageImageImageImageImageImageImage

Thank you thefiremind, you have no idea how much it drove me nuts clicking "ok" like 50 times every time I casted a 10+ White Sun's Zenith with 3 or so soul wardens on the board. Always made me reconsider whether losing the game was worth avoiding that torture. :lol:
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Re: DotP2013 Core Bug Fixes (last update 14/02/2013)

Postby thefiremind » 15 Feb 2013, 22:30

I just found (and fixed) a bug in Dauntless Escort, but just to be sure that I didn't go crazy, I'd like someone to confirm that I didn't bug something that was working right. Look at its filter:
Code: Select all
filter:SetControllersTeam( EffectController():GetTeam() )
Why team? Even in a 2HG game, "creatures you control" are just my creatures, while allied player's creatures aren't included. Am I right?
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Re: DotP2013 Core Bug Fixes (last update 15/02/2013)

Postby NEMESiS » 16 Feb 2013, 00:14

How does this fix impact online play? (I rarely play online but some friends do)
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Re: DotP2013 Core Bug Fixes (last update 15/02/2013)

Postby thefiremind » 16 Feb 2013, 00:41

NEMESiS wrote:How does this fix impact online play? (I rarely play online but some friends do)
Well, it impacts with what I fixed: activating Dauntless Escort should make only the controller's creatures indestructible. Anyway you can't play online with someone who has different cards, so you'll always play on fair ground.
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Re: DotP2013 Core Bug Fixes (last update 15/02/2013)

Postby NEMESiS » 16 Feb 2013, 00:49

thefiremind wrote:
NEMESiS wrote:How does this fix impact online play? (I rarely play online but some friends do)
Well, it impacts with what I fixed: activating Dauntless Escort should make only the controller's creatures indestructible. Anyway you can't play online with someone who has different cards, so you'll always play on fair ground.
I am referring about the fixes to the original cards that you have made. Does your mod need to be removed when playing online? (I assume yes)
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Re: DotP2013 Core Bug Fixes (last update 15/02/2013)

Postby thefiremind » 16 Feb 2013, 10:30

NEMESiS wrote:I am referring about the fixes to the original cards that you have made. Does your mod need to be removed when playing online? (I assume yes)
I assume yes as well, but I never play online so I don't know.
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Re: DotP2013 Core Bug Fixes (last update 15/02/2013)

Postby NEMESiS » 16 Feb 2013, 22:35

One more; Nomad Mythmaker can use its ability to cast enchantments on opponent's creatures. Should only work on your own creatures.
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Re: DotP2013 Core Bug Fixes (last update 15/02/2013)

Postby thefiremind » 16 Feb 2013, 22:44

NEMESiS wrote:One more; Nomad Mythmaker can use its ability to cast enchantments on opponent's creatures. Should only work on your own creatures.
Good point here, but this is going to be very tough... if not impossible. Nomad Mythmaker uses PseudoPlaySpell to put the Aura into play, but that function just casts the spell without making it count as cast, we have no power on how the targets are handled. I had a similar problem trying to code Bitterheart Witch (for example it shouldn't allow you to choose a red Curse if you target a player with protection from red, but this can't be achieved in DotP2013) and I had to give up. I'll try to come up with an idea but I can't assure anything.

You could ask: why did the developers include a card that needs a specific support from the game functions without building that specific support? My answer is: I really don't know. :lol:

EDIT: I made it! I'm really proud of the idea I had. I basically give protection from the chosen Aura to everything but the creatures controlled by the player. This way you can't enchant anything else. :mrgreen:
The code is quite interesting so I'm posting it here for reference:
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local player = EffectController()
    if target ~= nil then
       local filter = Object():GetFilter()
       filter:Clear()
       filter:SetZone( ZONE_IN_PLAY )
       filter:NotTargetted()
       local filter_count = filter:EvaluateObjects()
       if filter_count &gt; 0 then
          local index = 0
          local to_protect_array = {}
          for i=0,filter_count-1 do
             local candidate = filter:GetNthEvaluatedObject(i)
             if candidate:GetCardType():Test( CARD_TYPE_CREATURE ) == 0 or candidate:GetController() ~= player then
                to_protect_array[index] = candidate
                index = index + 1
             end
          end
          for i=0,index-1 do
             local to_protect = to_protect_array[i]
             if to_protect ~= nil then
                filter:Clear()
                filter:SetCardInstance(target)
                to_protect:Protection()
             end
          end
          for i=0,MTG():GetNumberOfPlayers()-1 do
             local nthPlayer = MTG():GetNthPlayer(i)
             if nthPlayer ~= nil then
                filter:Clear()
                filter:SetCardInstance(target)
                nthPlayer:Protection()
             end
          end
       end
       if target:GetZone() == ZONE_GRAVEYARD then
          if target:GetCardType():Test( CARD_TYPE_ENCHANTMENT ) ~= 0 and target:GetSubType():Test( ENCHANTMENT_TYPE_AURA ) ~= 0 then
             player:PseudoPlaySpell(target)
          else
             target:PutIntoPlay(player)
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
The protection lasts only for this action, which is exactly what I wanted.

Let me know if you find problems with my fix.
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Re: DotP2013 Core Bug Fixes (last update 16/02/2013)

Postby pcastellazzi » 17 Feb 2013, 03:00

About Nomad Mythmaker i believe you can achieve the same thing using Object():LoadTargetDefinition(id) if want the aura to handle its own targetting using a new criteria or Object():SetTargetCard(target) if you want Nomad Mythmaker to handle the targetting. My take on the text is the last one should be used.
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Re: DotP2013 Core Bug Fixes (last update 16/02/2013)

Postby thefiremind » 17 Feb 2013, 10:17

LoadTargetDefinition is the same advice that nabeshin gave me for Bitterheart Witch, but it can't work... LoadTargetDefinition can only have the current ability as scope because it would be nonsense otherwise: you can use the same ID for targets on different abilities, so how could the game know which ability you are referring to?
And SetTargetCard doesn't seem like a good idea to me either: when should you use it? If you PseudoPlaySpell the Aura, the control passes to the Aura, which will ask you to choose its target and won't return control to the Nomad's ability until it ends its own thing; if you don't PseudoPlaySpell, then the Aura won't need a target and simply ignore anything you choose with SetTargetCard.
Let me see a tested idea and I'll believe it. :wink:
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Re: DotP2013 Core Bug Fixes (last update 16/02/2013)

Postby pcastellazzi » 17 Feb 2013, 18:04

thefiremind wrote:Let me see a tested idea and I'll believe it. :wink:
Challenge accepted! :wink:

NOMAD_MYTHMAKER_130547.zip
(3.04 KiB) Downloaded 333 times
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Re: DotP2013 Core Bug Fixes (last update 17/02/2013)

Postby thefiremind » 17 Feb 2013, 20:37

pcastellazzi wrote:
thefiremind wrote:Let me see a tested idea and I'll believe it. :wink:
Challenge accepted! :wink:

NOMAD_MYTHMAKER_130547.zip
The best ideas are often the simplest ones... why didn't I even think about this? :lol: Anyway, I adopted your fix. :D
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Re: DotP2013 Core Bug Fixes (last update 17/02/2013)

Postby Meioh » 21 Feb 2013, 14:44

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.
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