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Thefiremind's DotP2013 DLC v9 (27/5/2013)
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by RiiakShiNal » 05 Jul 2013, 04:24
Then you most likely did not install the core wad of this mod. A mod's core wad generally contains cards, artwork, and functions that are required for the separate decks. Without the core the decks will not work properly.ProdigyToby wrote:I seem to be doing something wrong here. The decks are appearing in the game incorrectly, they only have about 5-10 cards in them and nothing else. I know the signature bypass is working, but it appears every custom deck I try using has the same exact problem, only a few cards show up.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by ProdigyToby » 05 Jul 2013, 04:46
Oh. Am I missing something here, unless I missed something in thefireminds thread his decks dont need a wad? Under the requirements there was only the game, the bypass, and the fixes which should be optional. It seems like it happens to custom decks from a bunch of other packs too, the same weird error of only having 5-6 cards. Well they have a ton of land cards.
Edit: so that core file is the wad then? It should work then right? I installed it as well. Ill try reinstalling everything.
Edit: so that core file is the wad then? It should work then right? I installed it as well. Ill try reinstalling everything.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by thefiremind » 05 Jul 2013, 08:10
I'm guessing this is the problem:ProdigyToby wrote:I seem to be doing something wrong here. The decks are appearing in the game incorrectly, they only have about 5-10 cards in them and nothing else. I know the signature bypass is working, but it appears every custom deck I try using has the same exact problem, only a few cards show up.
and if you downloaded it, check that you downloaded it entirely, maybe the download got interrupted.thefiremind wrote:[Deck_1999_Core]: this WAD contains cards and illustrations. It's the heart of the mod, and this means: don't just download the decks without this "Core", or they won't work.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by RiiakShiNal » 05 Jul 2013, 11:44
Most large mods have core wads, and decks from those mods will not work without them. Generally, when you see a bunch of land in a deck instead of the cards you should see, this means you are missing either the core wad or a wad from another mod that the deck is dependent on.ProdigyToby wrote:Oh. Am I missing something here, unless I missed something in thefireminds thread his decks dont need a wad? Under the requirements there was only the game, the bypass, and the fixes which should be optional. It seems like it happens to custom decks from a bunch of other packs too, the same weird error of only having 5-6 cards. Well they have a ton of land cards.
Edit: so that core file is the wad then? It should work then right? I installed it as well. Ill try reinstalling everything.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by Ralieas » 14 Jul 2013, 16:54
Hi, I have a problem.. When I'm winnig a game I can't unlock any new cards for my deck. What can I do for making it work? ):
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by thefiremind » 14 Jul 2013, 17:59
Nothing: in my decks there are no unlocks that need winning to be unlocked, only promo unlocks. Read the section "Promo edition" decks on the first post.Ralieas wrote:Hi, I have a problem.. When I'm winnig a game I can't unlock any new cards for my deck. What can I do for making it work? ):
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by HELLO2468 » 28 Jul 2013, 17:56
Hi there.
I loved playing these decks on DOTP13 but is there anyway i can get these decks working with DOTP14?
I have already downloaded and installed your 2014 dlc pack which works fine, but i cant get these 2013 ones working, not sure if its to do with any new rules or the way game reads the wad files or new coding or something? but would be gr8 to have these decks too.
cheers. dave.
I loved playing these decks on DOTP13 but is there anyway i can get these decks working with DOTP14?
I have already downloaded and installed your 2014 dlc pack which works fine, but i cant get these 2013 ones working, not sure if its to do with any new rules or the way game reads the wad files or new coding or something? but would be gr8 to have these decks too.
cheers. dave.
Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by thefiremind » 28 Jul 2013, 18:00
All DotP versions are different, you can't just put old mods in new games. Maybe one day I'll release a couple of those decks updated for DotP2014, but for now I prefer to spend my modding time inventing new ones, for personal enjoyment... after all, that's what a game is about.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by HELLO2468 » 28 Jul 2013, 19:25
yes thought that would be the case, but its no problem really, i can just fire up dotp2013 when i start to miss your old decks!
anyway havnt even tried your new decks on 2014 yet, only just got it, so i look forward to trying them out later.
cheers for the quick reply. dave.
anyway havnt even tried your new decks on 2014 yet, only just got it, so i look forward to trying them out later.
cheers for the quick reply. dave.
Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by Miraika » 31 Jul 2013, 20:31
My Sedris seems to work - I just grant the exile trigger abilities to the cards too. Check it out:
- Code: Select all
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature card in your graveyard has unearth {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Chaque carte de créature dans votre cimetière a exhumation {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cada criatura en tu cementerio tiene la habilidad de desenterrar {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jede Kreaturenkarte in deinem Friedhof hat Exhumieren {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni carta creatura nel tuo cimitero ha dissotterrare {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたの墓地にある各クリーチャー・カードは、それぞれ「蘇生 {2}{B}」を持つ。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Each creature card in your graveyard has unearth {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждая карта существа на вашем кладбище имеет способность Откопать {2}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cada card de criatura no seu cemitério tem desenterrar {2}{B}.]]></LOCALISED_TEXT>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_GRAVEYARD, EffectController() )
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
</FILTER>
<CONTINUOUS_ACTION layer="8" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():GetCurrentCharacteristics():GrantAbility(0)
FilteredCard():GetCurrentCharacteristics():GrantAbility(1)
FilteredCard():GetCurrentCharacteristics():GrantAbility(2)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
- Code: Select all
<ACTIVATED_ABILITY resource_id="0" active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Unearth {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Exhumation {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Desenterrar {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Exhumieren {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Dissotterrare {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[蘇生 {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Unearth {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Откопать {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Desenterrar {2}{B}.]]></LOCALISED_TEXT>
<COST mana_cost="{2}{B}" type="Mana" />
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectDC():Set_CardPtr(0, EffectSource())
EffectDC():Protect_CardPtr(0)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local creature = EffectDC():Get_CardPtr(0)
if creature ~= nil then
creature:PutOntoBattlefield( EffectController() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local creature = EffectDC():Get_CardPtr(0)
if creature ~= nil then
local delayDC = EffectDC():Make_Chest(1)
local delayDC2 = EffectDC():Make_Chest(2)
delayDC:Set_CardPtr(0, creature)
delayDC2:Set_CardPtr(0, creature)
MTG():CreateDelayedTrigger(1, delayDC)
MTG():CreateDelayedTrigger(2, delayDC2)
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Bool_Set(CHARACTERISTIC_HASTE, 1)
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="8">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:Badge_Set( BADGE_DIES_AT_END_OF_TURN )
characteristics:AI_SetWorthless()
end
</CONTINUOUS_ACTION>
<DURATION>
return (EffectDC():Get_CardPtr(0) == nil)
</DURATION>
<AVAILABILITY sorcery_time="1" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
</ACTIVATED_ABILITY>
- Code: Select all
<TRIGGERED_ABILITY resource_id="1" priority="-1">
<TRIGGER value="BEGINNING_OF_STEP">
return MTG():GetStep() == STEP_END_OF_TURN
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
target:Exile()
end
</RESOLUTION_TIME_ACTION>
<CLEANUP fire_once="1" />
</TRIGGERED_ABILITY>
- Code: Select all
<TRIGGERED_ABILITY resource_id="2" active_zone="ZONE_BATTLEFIELD">
<TRIGGER value="ZONECHANGE_CONSIDERED" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
if (TriggerObject() == EffectDC():Get_CardPtr(0)) then
MTG():OverrideEvent()
TriggerObject():Exile()
return true
end
return false
</TRIGGER>
<CLEANUP fire_once="1" />
</TRIGGERED_ABILITY>
Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by thefiremind » 31 Jul 2013, 21:26
This would be a real blast if it works... but I can't understand why you wrote it in my DotP2013 mod topic...
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by Miraika » 31 Jul 2013, 22:23
I just searched for "Sedris" and picked this topic for some reason. From the tests I've done, it exiles correctly at end of turn and if the creature would be destroyed, there's no haste or exiling if you reanimate a creature with Dread Return, and there were no problems unearthing 2 creatures in a turn and having them die at different times. So... pretty sure it works.
Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by thefiremind » 31 Jul 2013, 22:50
I just tested it myself, and yeah, it seems to work fine! This is great news, I posted it on the right place.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by jorgeyalicia20 » 29 Aug 2013, 17:11
Firemind, I've registered just to say "thank you so much!". This is a fantastic work, I really appreciate the translated cards and the detail you put on this.
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Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)
by thefiremind » 29 Aug 2013, 18:03
Very glad to hear it.
My motto is: either you do something well, or you don't do it at all. And it's not just a fine answer for this circumstance: it really suits me.
My motto is: either you do something well, or you don't do it at all. And it's not just a fine answer for this circumstance: it really suits me.
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