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Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 30 Jun 2012, 18:06
by sadlyblue
Skullmulcher is triggering the card draw when another permanent comes into play, not only him.

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 30 Jun 2012, 18:43
by thefiremind
sadlyblue wrote:Skullmulcher is triggering the card draw when another permanent comes into play, not only him.
I forgot to write <CLEANUP fire_once="1" /> but it's strange that the delayed trigger's EffectDC persists forever. Maybe this information could be useful for some abilities.

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 30 Jun 2012, 20:01
by Aiodren
First i have to say you did a really good job with this mod and i love it :D
But i encountered a bug with your Whispering Specter. His Triggered Effect does not work. SCRIPT_LOG says "[lua] [string "WHISPERING_SPECTER_248260_TITLE (RESOLUTION_TIME_ACTION) [506]"]:2:
parameter mismatch or too few parameters [expected bzS32]".
I looked through your code and couldn't find any mistakes, so i hope you know how to solve this :)

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 30 Jun 2012, 21:37
by thefiremind
Aiodren wrote:First i have to say you did a really good job with this mod and i love it :D
But i encountered a bug with your Whispering Specter. His Triggered Effect does not work. SCRIPT_LOG says "[lua] [string "WHISPERING_SPECTER_248260_TITLE (RESOLUTION_TIME_ACTION) [506]"]:2:
parameter mismatch or too few parameters [expected bzS32]".
I looked through your code and couldn't find any mistakes, so i hope you know how to solve this :)
I think the problem is in the check for PLAYER_CHARACTERISTIC_CREATURES_CANT_BE_SACRIFICED. If I remember well, I tried to include it in another card and it gave me problems there, too. I don't know why, since it's a real constant... anyway, as long as we don't use that characteristic, I think it's safe to ignore it. So the fix is to remove all the occurrences of
Code: Select all
 and EffectSource():GetPlayer():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CREATURES_CANT_BE_SACRIFICED ) ~= 1

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 01 Jul 2012, 10:12
by Aiodren
I just tried removing PLAYER_CHARACTERISTIC_CREATURES_CANT_BE_SACRIFICED and the problem persists :?
The card doesn't do anything, whether i answer yes or no to the multiple choice, so i guess the problem has to be in the second resolution_time_action block. I'll do some more searching and keep you updated :)

edit: i just found the problem... i actually built an own infect deck with your cards and used your specter in it but i forgot to add your constants, so the compartment_id_poison_reading was not found and caused the problem... now that thats out of the way it works just fine. :oops:

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 01 Jul 2012, 11:04
by thefiremind
Aiodren wrote:edit: i just found the problem... i actually built an own infect deck with your cards and used your specter in it but i forgot to add your constants, so the compartment_id_poison_reading was not found and caused the problem... now that thats out of the way it works just fine. :oops:
OK, the important thing is that it works. :wink:

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 01 Jul 2012, 21:35
by Zambooo
File Blocked for Violation.

D:

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 01 Jul 2012, 21:40
by thefiremind
Zambooo wrote:File Blocked for Violation.

D:
All the links are still working for me...
Triadasoul wrote:Sorry. It works in another browser. Double facepalm ))
...so try with another browser. Or suggest me another file hosting that allows directories and won't give problems to anybody. :wink:

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 02 Jul 2012, 04:35
by Ctar
I find it necessary to include in the DLC CONFIG directory, and Put the APPID_LINKING.TXT file, formatted as 2012. Before the DECK can save and unlock properly, hope to be useful.

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 02 Jul 2012, 08:24
by thefiremind
Ctar wrote:I find it necessary to include in the DLC CONFIG directory, and Put the APPID_LINKING.TXT file, formatted as 2012. Before the DECK can save and unlock properly, hope to be useful.
I tried, but nothing changed. Maybe I wasn't doing it right. I'll try again later.

EDIT: No way, I tried every combination of directory structure and unlock codes that came into my mind, but nothing changed. If you can tell me exactly how you would do it step by step, I can try with your method.

Re: Thefiremind's DotP2013 DLC v1 (29/6/2012)

PostPosted: 02 Jul 2012, 09:51
by Zambooo
I've downloaded the files with JDownloader, but with any browser it still says to me "File Blocked for Violation".

Re: Thefiremind's DotP2013 DLC v2 (02/7/2012)

PostPosted: 02 Jul 2012, 11:55
by thefiremind
All the MF problems are gone now: new release, new hosting. I hope this will satisfy everyone.

Re: Thefiremind's DotP2013 DLC v2 (02/7/2012)

PostPosted: 02 Jul 2012, 15:09
by twinfacer
2 thefiremind : Do you need help with translation cards you use to other languages (I can help with Russian, because it is my native language). It looks wierd when you you see part in English and other part in you language.
Anyway thx for new release ))

Re: Thefiremind's DotP2013 DLC v2 (02/7/2012)

PostPosted: 02 Jul 2012, 15:20
by thefiremind
twinfacer wrote:2 thefiremind : Do you need help with translation cards you use to other languages (I can help with Russian, because it is my native language). It looks wierd when you you see part in English and other part in you language.
Sure! If you attach a ZIP file that contains the cards with your translation to a post here, I'll substitute them.

Re: Thefiremind's DotP2013 DLC v2 (02/7/2012)

PostPosted: 02 Jul 2012, 16:13
by alexandreonly
I have some suggestion for your next decks:

- Allies
- Domain Zoo
- Slivers

I'm not making it yet because i work too slow without the Deck Editor. Also, level-up frames is possible this time? Transcedental master's art appear in the menus.
And about planeswalkers, look at this:

<TRIGGER value="PLAYER_TOOK_DAMAGE">
return ((Damage():GetSource():GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0 or
Damage():GetSource():GetCardType():Test( CARD_TYPE_PLANESWALKER ) ~= 0 or
Damage():GetSource():GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0) and
(Damage():GetSource():GetColour():Test( COLOUR_RED ) ~=0) and
(TriggerPlayer():GetTeam() ~= EffectController():GetTeam()) and
(Damage():GetSource():GetController() == EffectController()))
</TRIGGER>

Found on Chandra's Phoenix. If the game will not support planeswalkers, why damage from planeswalkers is considered?