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Thefiremind's DotP2013 transform pack v5 (21/6/2013)

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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby Scion of Darkness » 14 Jun 2013, 15:30

Fire ive been cracking my head and no luck so far someone used your bloodline keeper id its been Messing my wad, already updated sumomole wad, removed sanguine feast deck that was using the old bloodline and it stills ovewrite yours, tried to change your card id to BLOODLINE_KEEPER_22706101 and no luck it dont transforms, dont produce tokens and when i win the game itcrashes the script log only says (error object is not a string) any idea please?
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby BloodReyvyn » 14 Jun 2013, 22:51

I will try updating your wad. The only recent change I have made was Gorem2k's mods, I also was having issues with my Damia, Sage of Stone after this. Though even after removing all of those mods, I am still having issues.
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby BloodReyvyn » 15 Jun 2013, 20:45

Well, I got my own mods working, but nothing in this mod transforms for me at all, ever. I tried updating and then removed everything but this mod... but yeah, nothing transforms.
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby thefiremind » 16 Jun 2013, 13:44

This is usually not needed with Theta version, but the last thing you can try is to delete your profile (or just move it somewhere else).
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby nivmizzet1 » 16 Jun 2013, 16:00

Only tested bloodline keeper so far, but I'm having the same problem -- nothing's transforming. I added the function (.lol) file into the functions folder of my mod, added all the new transform cards to the cards folder (and their images to the illustrations folder), and edited my deck lists to include the new transform cards; as well as removing all the old transform cards and functions. The card appears in game -- I know it's the new card because at first I forgot to add the token file and it wouldn't produce the token (obviously I've added it all now) -- it works as expected except it doesn't transform (the face down files have been added).

EDIT: scriptlog says: [lua] [string "BLOODLINE_KEEPER_227061_TITLE (CONTINUOUS_ACTION) [1062]"]:2: attempt to call global 'ApplyTransformationIfNeeded' (a nil value)
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby thefiremind » 16 Jun 2013, 16:16

nivmizzet1 wrote:EDIT: scriptlog says: [lua] [string "BLOODLINE_KEEPER_227061_TITLE (CONTINUOUS_ACTION) [1062]"]:2: attempt to call global 'ApplyTransformationIfNeeded' (a nil value)
It means that my ApplyTransformationIfNeeded function cannot be found, which can happen only if you have another LOL file somewhere with the same name as mine (1999_TRANSFORM_MECHANIC) but without that function.
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby gorem2k » 16 Jun 2013, 21:14

tested only Bloodline Keeper and Huntmaster of the Fells. I have absolutely no issue to report. make sure you delete or move every other mods in a temporary directory.

here are the only wads I kept:
wads | Open
DATA_CORE.WAD
DATA_DLC_0001.WAD
DATA_DLC_0002.WAD
DATA_DLC_0003.WAD
DATA_DLC_0004.WAD
Data_DLC_999999999_AppId_Linking_Skidrow.wad
Deck_0001_ST.WAD
Deck_0002_ST.WAD
Deck_0003_ST.WAD
Deck_0004_ST.WAD
Deck_0005_ST.WAD
Deck_0006_ST.WAD
Deck_0007_ST.WAD
Deck_0008_ST.WAD
Deck_0009_ST.WAD
Deck_0010_ST.WAD
Deck_0011_ST.WAD
DECK_0012_ST.WAD
DECK_0013_ST.WAD
DECK_0014_ST.WAD
DECK_0015_ST.WAD
DECK_0016_ST.WAD
DECK_0018_CH.WAD
DECK_0019_CH.WAD
Deck_0020_CH.WAD
Deck_0021_CH.WAD
DECK_0022_CH.WAD
DECK_0023_CH.WAD
Deck_0024_CH.WAD
Deck_0025_CH.WAD
Deck_0026_CH.WAD
Deck_0027_CH.WAD
Deck_0028_CH.WAD
Deck_0029_CH.WAD
Deck_0030_CH.WAD
Deck_0031_CH.WAD
Deck_0032_CH.WAD
Deck_0033_CH.WAD
DECK_0034_CH.WAD
DECK_0035_CH.WAD
Deck_0036_CH.WAD
Deck_0037_CH.WAD
DECK_0038_CH.WAD
DECK_0039_CH.WAD
Deck_0041_CH.WAD
Deck_0042_CH.WAD
Deck_0043_CH.WAD
DECK_0044_CH.WAD
DECK_0045_CH.WAD
Deck_0046_CH.WAD
Deck_0047_CH.WAD
Deck_0048_CH.WAD
Deck_0049_CH.WAD
Deck_0050_CH.WAD
Deck_0051_CH.WAD
Deck_0052_CH.WAD
Deck_0053_CH.WAD
Deck_0054_CH.WAD
Deck_0055_CH.WAD
Deck_0056_CH.WAD
Deck_0057_CH.WAD
Deck_0058_CH.WAD
Deck_0059_CH.WAD
Deck_0060_ST.WAD
Deck_0061_ST.WAD
Deck_0062_ST.WAD
Deck_0063_ST.WAD
Deck_0064_ST.WAD
Deck_0065_ST.WAD
Deck_0066_ST.WAD
Deck_0067_ST.WAD
Deck_0068_ST.WAD
Deck_0069_ST.WAD
Deck_0070_ST.WAD
Deck_0071_ST.WAD
DECK_0072_ST.WAD
DECK_0073_ST.WAD
DECK_0074_ST.WAD
DECK_0075_ST.WAD
DECK_0076_ST.WAD
Deck_0077_PC.WAD
Deck_0078_UT.WAD
Deck_0079_UT.WAD
Deck_1999_TransformPack.wad


However, I didn't try to merge with older mods yet.

this should be easier to those who created transform functions, it's up to them to apply thefiremind's mechanic -- or not ! unless..
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby nivmizzet1 » 17 Jun 2013, 02:24

okay, it's working after removing every other mod (basically just yours). Did you already have a transform mechanic in your mod? I thought this was your first foray into transform cards.
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby nivmizzet1 » 17 Jun 2013, 05:28

Please, please, please, please, please code Rune-Tail, Kitsune Ascendent! I use it in my mod and the version I made uses sumomole's transform mechanic. I've had a try at coding it myself to use your transform mechanic but with no success. Please, it shouldn't be too hard. I attached my version a few posts ago (first page) if you want to use it as a template. Please [-o<
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby thefiremind » 17 Jun 2013, 07:15

nivmizzet1 wrote:okay, it's working after removing every other mod (basically just yours). Did you already have a transform mechanic in your mod? I thought this was your first foray into transform cards.
I had made earlier attempts which have been then modified by BlindWillow, but never got into my mod, and I'm sure this is the first time that the function file is called 1999_TRANSFORM_MECHANIC.LOL: my first attempts were built on a TRANSFORM.LOL which would be able to interfere with the other functions, but not with ApplyTransformationIfNeeded, which was called only ApplyTransformation in the other versions.
What's more important, I'm currently using my transform pack together with my mod, and no problems arise.

nivmizzet1 wrote:Please, please, please, please, please code Rune-Tail, Kitsune Ascendent! I use it in my mod and the version I made uses sumomole's transform mechanic. I've had a try at coding it myself to use your transform mechanic but with no success. Please, it shouldn't be too hard. I attached my version a few posts ago (first page) if you want to use it as a template. Please [-o<
It's not as easy as you may think... this is a transform mechanic, while yours is a flip mechanic. Copies of a flip card should be able to rotate, while copies of a transform card shouldn't be able to transform. And a "flippable" Human shouldn't be affected by Moonmist.

EDIT: This is something I didn't even know:
Rulings wrote:If you copy a flipped permanent, you get the normal, unflipped version. That copy may flip later if certain conditions are met.
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby nivmizzet1 » 17 Jun 2013, 09:54

thefiremind wrote:
nivmizzet1 wrote:okay, it's working after removing every other mod (basically just yours). Did you already have a transform mechanic in your mod? I thought this was your first foray into transform cards.
I had made earlier attempts which have been then modified by BlindWillow, but never got into my mod, and I'm sure this is the first time that the function file is called 1999_TRANSFORM_MECHANIC.LOL: my first attempts were built on a TRANSFORM.LOL which would be able to interfere with the other functions, but not with ApplyTransformationIfNeeded, which was called only ApplyTransformation in the other versions.
What's more important, I'm currently using my transform pack together with my mod, and no problems arise.

nivmizzet1 wrote:Please, please, please, please, please code Rune-Tail, Kitsune Ascendent! I use it in my mod and the version I made uses sumomole's transform mechanic. I've had a try at coding it myself to use your transform mechanic but with no success. Please, it shouldn't be too hard. I attached my version a few posts ago (first page) if you want to use it as a template. Please [-o<
It's not as easy as you may think... this is a transform mechanic, while yours is a flip mechanic. Copies of a flip card should be able to rotate, while copies of a transform card shouldn't be able to transform. And a "flippable" Human shouldn't be affected by Moonmist.

EDIT: This is something I didn't even know:
Rulings wrote:If you copy a flipped permanent, you get the normal, unflipped version. That copy may flip later if certain conditions are met.
:(
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby nivmizzet1 » 18 Jun 2013, 10:21

thefiremind wrote:
nivmizzet1 wrote:okay, it's working after removing every other mod (basically just yours). Did you already have a transform mechanic in your mod? I thought this was your first foray into transform cards.
I had made earlier attempts which have been then modified by BlindWillow, but never got into my mod, and I'm sure this is the first time that the function file is called 1999_TRANSFORM_MECHANIC.LOL: my first attempts were built on a TRANSFORM.LOL which would be able to interfere with the other functions, but not with ApplyTransformationIfNeeded, which was called only ApplyTransformation in the other versions.
What's more important, I'm currently using my transform pack together with my mod, and no problems arise.
sorry about that, I don't know what the problem was. I may have still had nemesis' mod in the directory as well -- I assumed his didn't have transform cards because the decks of his I've used don't have transform cards, but I've only used 3 of his decks...

Anyway, I have your mod back in there and it's working fine. Thanks again for this!
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby Scion of Darkness » 19 Jun 2013, 14:50

Fire just a question ive removed every mod and now the transform works but for some reason if i produce a token before transforming the bloodline wont transform but if i dont make a token it works normally and there is no error log any idea why?
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby thefiremind » 19 Jun 2013, 15:19

Scion of Darkness wrote:Fire just a question ive removed every mod and now the transform works but for some reason if i produce a token before transforming the bloodline wont transform but if i dont make a token it works normally and there is no error log any idea why?
I have no idea and I can't reproduce the problem: my Bloodline Keeper always transforms as expected when activated, no matter if I make a token before.
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Re: Thefiremind's DotP2013 transform pack v4 (11/6/2013)

Postby BloodReyvyn » 21 Jun 2013, 03:54

Finally got the conflict down to one of Master Necros decks (viewtopic.php?f=102&t=10203&p=119268&hilit=Kamigawa+sun#p119268) not sure which one specifically, but sad because I kind of liked those decks...

EDIT: Looks like his Transform Mechanic conflicts with this mod's for some reason. After removing all of those decks (even ones with no transform cards) these started working just fine. :D
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