Page 28 of 32

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 29 May 2013, 21:48
by thefiremind
Threepwood wrote:There's something wrong with psychic membrane's trigger. I can't find it :)
I had forgot the trigger condition... #-o

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 30 May 2013, 07:26
by Blue Ghost
Vorel of the Hull Clade seems not to work... :(

Also, Skirsdag Damage failed to deal damage when I used its ability. Was targeting a creature at the time. Haven't tried it on players yet.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 30 May 2013, 09:02
by thefiremind
Blue Ghost wrote:Vorel of the Hull Clade seems not to work... :(

Also, Skirsdag Damage failed to deal damage when I used its ability. Was targeting a creature at the time. Haven't tried it on players yet.
Skirsdag Cultist had a stupid error and I fixed it.
Vorel works perfectly fine for me, I guess you are experiencing a conflict with another mod which probably uses DuelDataChest's register #999 for something else, but this would be relevant only if there were cards from other mods within the same duel. Which deck was your opponent using?

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 30 May 2013, 18:22
by Blue Ghost
thefiremind wrote:
Blue Ghost wrote:Vorel of the Hull Clade seems not to work... :(

Also, Skirsdag Damage failed to deal damage when I used its ability. Was targeting a creature at the time. Haven't tried it on players yet.
Skirsdag Cultist had a stupid error and I fixed it.
Vorel works perfectly fine for me, I guess you are experiencing a conflict with another mod which probably uses DuelDataChest's register #999 for something else, but this would be relevant only if there were cards from other mods within the same duel. Which deck was your opponent using?
Opponent was using the core Orzhov deck.

Also, Venerated Teacher's ability seems not to work.

Question, how did you make your LOL files for the functions? Is there any way I can do something like that, or view the core functions?

EDIT: Faultgrinder's ability also seems not to work.

And Madness seems not to be working properly either.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 30 May 2013, 18:56
by thefiremind
Blue Ghost wrote:Also, Venerated Teacher's ability seems not to work.

EDIT: Faultgrinder's ability also seems not to work.

And Madness seems not to be working properly either.
I don't know how it's possible, but it seems that anything that is based on my LOL files doesn't work for you. I was about to write that you downloaded the decks without updating the core, but if you did that you wouldn't even see the new cards, so I really don't know what to think. Re-download the core WAD, maybe?

Blue Ghost wrote:Question, how did you make your LOL files for the functions? Is there any way I can do something like that, or view the core functions?
Just make a text file with Notepad, save it with LOL extension, then put it in a FUNCTIONS sub-folder inside the WAD. You'll find my LOL files exactly there... well, actually I don't know if you'll find them there, given the problems you are experiencing...

EDIT: Actually, Faultgrinder had a real (independent) problem, which is fixed now. :oops:

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 30 May 2013, 21:11
by Blue Ghost
Hmm... I have the core, including the LOL files. Redownloading didn't seem to work for me. Your suspend deck wasn't working for me either. In your last version, the suspend deck crashed my game when I ran it. Redownloading the core fixed the issue for a while, but it started up again. So it's probably something on my end, but I have no idea what.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 30 May 2013, 21:17
by thefiremind
Did you update the temporary patch as well? Some of the older patches contained LOL files that would be obsolete now.

Did you try to run my decks after moving the other mods in a different folder? If you exclude the other mods one by one you might discover an interference as soon as you see my decks working.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 31 May 2013, 08:12
by Blue Ghost
thefiremind wrote:Did you update the temporary patch as well? Some of the older patches contained LOL files that would be obsolete now.

Did you try to run my decks after moving the other mods in a different folder? If you exclude the other mods one by one you might discover an interference as soon as you see my decks working.
Tried this, and it appears to be my own mod that's causing the problem. It doesn't have any LOL files in it, and everything else in it works fine. Do you have any idea what might cause the conflict?

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 31 May 2013, 08:41
by thefiremind
Blue Ghost wrote:Tried this, and it appears to be my own mod that's causing the problem. It doesn't have any LOL files in it, and everything else in it works fine. Do you have any idea what might cause the conflict?
No idea. Could you upload your own mod so I can see it? If it's too big for an attachment, use a file hoster like zippyshare, mediafire, etc., I have no preferences.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 31 May 2013, 22:09
by Blue Ghost
It appears that the problem was that one of my card files shared a name with one of the core cards. I have no idea why that would create a conflict with your LOL files, but it appears to be fixed now.

EDIT: Or not. Time Travelers is working now, but your other functions still aren't. Well then, back to the drawing board.

Can you confirm that Madness is working correctly in your version? I'll be using that to test.

UPDATE: And now Madness at least is working for me. Will test the other functions later. Got it working after deleting Master Necro's mods. Maybe you could look into that.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 31 May 2013, 23:03
by thefiremind
Blue Ghost wrote:UPDATE: And now Madness at least is working for me. Will test the other functions later. Got it working after deleting Master Necro's mods. Maybe you could look into that.
Yeah, found the problem. Master Necro copied all my LOL files to his decks, but they aren't updated, so they don't contain the function needed for my madness and evoke mechanics, and since they have the same name as the updated versions, they override them and the game can't find the functions. I'll tell Master Necro to update them or at least change their name.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 01 Jun 2013, 14:56
by maginater5000
Hey firemind,

i found a bug.
the card "Stinkdrinker Bandit" increase +2/+1 everytime even if it is blocked.
it has to be increased ONLY when a bandis isnt blocked. ;-)

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 01 Jun 2013, 15:25
by thefiremind
maginater5000 wrote:the card "Stinkdrinker Bandit" increase +2/+1 everytime even if it is blocked.
it has to be increased ONLY when a bandis isnt blocked. ;-)
Actually, the trigger was firing all the times because I had coded it in a "fancy" way. Now that I took a better look at the triggers, I found that there's an appropriate trigger for "attacks and isn't blocked". The updated version is perfect.

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 01 Jun 2013, 16:40
by maginater5000
Oh yeah :-)
you are fast as the wind :-D

Re: Thefiremind's DotP2013 DLC v9 (27/5/2013)

PostPosted: 01 Jun 2013, 19:18
by maginater5000
One thing,
the card "Coldsteel Heart" is a Snow Artifact. So you need snow land to play this card.
But in dotp2013 there exist no snow land so you should not be able to play this card. its "cheating" to play it with normal lands.