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Re: DotP2013 Core Bug Fixes (last update 17/02/2013)

PostPosted: 21 Feb 2013, 16:01
by thefiremind
Meioh wrote: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.
You wrote in the wrong topic but thanks anyway! :lol:

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 11:13
by Amphok
legendary land do not work properly, they don't let me search basic land or activate other second ability

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 11:51
by thefiremind
Amphok wrote:legendary land do not work properly, they don't let me search basic land or activate other second ability
There are no legendary lands in the official cards, so wrong topic again... and my mod doesn't contain any legendary land that allows to search for a basic land, so you must be talking about another mod. I can't help you.

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 18:10
by Amphok
anyway i noticed that many cards that activate an effect when u tapped them, doesn't work

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 18:22
by NEMESiS
Amphok wrote:anyway i noticed that many cards that activate an effect when u tapped them, doesn't work
You need to be A LOT more specific. What cards?

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 18:43
by Amphok
lianowar elves, darksteel citadel ecc...

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 19:23
by thefiremind
Amphok wrote:lianowar elves, darksteel citadel ecc...
Let me be more clear: this topic is called DotP2013 Core Bug Fixes, this means that it's made for reporting bugs affecting the official cards, in other words the cards that you have when you have no mod installed (Return to Ravnica DLC and deck packs included).

Anyway what you are talking about isn't a bug... all the Duels of the Planeswalkers games have automatic mana tapping, so mana abilities are automatically used when paying a cost, you don't need (and you cannot) activate mana abilities manually. Have you noticed that you don't tap basic lands? Basic lands nowadays have a big mana symbol on the text box, but they have a mana ability just like Llanowar Elves and Darksteel Citadel, it's just implicit.
The cards that have been coded by using invisible mana tokens could need manual activation, but those are cards made by modders so they are an exception.

-----------------------

To the other modders who read this post: when I said that mixing automatic and manual mana tapping could make some players confused, that's what I was talking about. :lol:

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 28 Feb 2013, 21:06
by RiiakShiNal
thefiremind wrote:To the other modders who read this post: when I said that mixing automatic and manual mana tapping could make some players confused, that's what I was talking about. :lol:
That is part of the reason I don't use mana tokens and only code mana abilities that can be used automatically by the game (like Sol Ring).

IF I were to code for a mana pool and manual tapping, I would be quite thorough and do it for everything including basic lands.

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 02 Mar 2013, 14:35
by Amphok
ok i understood now, thank you, sry for the offtopic in your treadh, but there is still one problem with this card

Tooth and Nail, when i cast it, nothing happen, the screen of choice does not appear here the code:
Code: Select all
<?xml version='1.0'?>
<CARD_V2 custom="true">
  <FILENAME text="TOOTH_AND_NAIL_19991642" />
  <CARDNAME text="TOOTH_AND_NAIL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tooth and Nail]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="19991642" />
  <ARTID value="19991642" />
  <FRAMECOLOUR name="G" />
  <COLOUR value="G" />
  <ARTIST name="Greg Hildebrandt" />
  <CASTING_COST cost="{5}{G}{G}" />
  <TYPE metaname="Sorcery" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
  <EXPANSION value="MR" />
  <RARITY metaname="R" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Choose one — Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle your library; or put up to two creature cards from your hand onto the battlefield.]]></LOCALISED_TEXT>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 2 then
      local filter = Object():GetFilter()
      local player = Object():GetPlayer()
      filter:Clear()
      filter:NotTargetted()
      filter:AddCardType( CARD_TYPE_CREATURE )
      filter:May()
      filter:PlayerHint( Object():GetPlayer() )
      filter:SetPlayer( Object():GetPlayer() )
      filter:SetZone( ZONE_LIBRARY )
      filter:NotTargetted()
      player:SetTargetCount(2)
      for i=0,1 do
        player:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_INTO_HAND" )
      end
      player:ChooseTargetsDC( MTG():EffectDataChest():Make_Targets(0) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 2 then
      local targetDC = MTG():EffectDataChest():Get_Targets(0)
      if targetDC ~= nil then
        for i=0,1 do
          local target = targetDC:Get_NthCardPtr(i)
          if target ~= nil then
            MTG():EffectDataChest():Set_CardPtr(i, target)
          end
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 2 then
      for i=0,1 do
        local target = MTG():EffectDataChest():Get_CardPtr(i)
        if target ~= nil then
          target:GuidedReveal( ZONE_LIBRARY, ZONE_HAND )
          target:PutInHand()
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 2 then
      Object():GetOwner():ShuffleLibrary()
    end
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <SPELL_ABILITY>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 1 then
      local filter = Object():GetFilter()
      local player = Object():GetPlayer()
      filter:Clear()
      filter:NotTargetted()
      filter:AddCardType( CARD_TYPE_CREATURE )
      filter:SetPlayer( Object():GetPlayer() )
      filter:SetZone( ZONE_HAND )
      filter:May()
      player:SetTargetCount(2)
      for i=0,1 do
        player:SetTargetPrompt( i, "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_ONTO_BATTLEFIELD" )
      end
      player:ChooseTargetsDC( MTG():EffectDataChest():Make_Targets(1) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 1 then
      local targetDC = MTG():EffectDataChest():Get_Targets(1)
      if targetDC ~= nil then
        for i=0,1 do
          local target = targetDC:Get_NthCardPtr(i)
          if target ~= nil then
            MTG():EffectDataChest():Set_CardPtr(i, target)
          end
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if MTG():ObjectDataChest():Int_Get(3) ~= 1 then
      for i=0,1 do
        local target = MTG():EffectDataChest():Get_CardPtr(i)
        if target ~= nil then
          target:PutIntoPlay( Object():GetPlayer() )
        end
      end
    end
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
  <TRIGGERED_ABILITY forced_skip="1" active_zone="any">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Entwine {2}]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
    <COST type="mana" cost="{2}" qualifier="conditional" />
    <RESOLUTION_TIME_ACTION conditional="if">
    MTG():ObjectDataChest():Int_Set(3, 3)
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION conditional="else">
    local player = Object():GetPlayer()
    player:BeginNewMultipleChoice()
    player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_TUTOR_FOR_CREATURE" )
    player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PUT_CREATURE_ONTO_BATTLEFIELD_FROM_HAND" )
    player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_CHOOSE_MODE" )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION conditional="else">
    MTG():ObjectDataChest():Int_Set(3, Object():GetMultipleChoiceResult()+1)
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
</CARD_V2>
btw it's your code , i found it in another topic :D

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 02 Mar 2013, 14:57
by thefiremind
Amphok wrote:btw it's your code , i found it in another topic :D
It's my code but it was a DotP2012 card... if you try to use it on DotP2013 there will be some problems for sure.

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 06 Mar 2013, 17:25
by Hyim
is there a way to disable the constant light bug ? i already tried the bug-fix core thingy but it doesn't fix on that part , and is there alternative to storing the custom mod ?( like storing it in a folder inside the mtg directory so that i can easily move the whole custom mod) ?

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 06 Mar 2013, 17:34
by thefiremind
Hyim wrote:is there a way to disable the constant light bug ?
I'm not sure about what you mean.
Are you seeing cards glowing like this?
download/file.php?id=5847&mode=view
If that's the case, it doesn't happen with official cards so this is not the right topic to talk about that. Anyway it would be because of uncompressed TDX files and I don't know which mod contains them (certainly not mine).

Hyim wrote:is there alternative to storing the custom mod ?( like storing it in a folder inside the mtg directory so that i can easily move the whole custom mod) ?
You can't move the WAD files anywhere else or the game wouldn't see them. But with most mods you don't need to move them as a whole... if there's a deck you don't like, just remove that one: the other decks will still work. And if the mod has a "core" WAD (like mine), it doesn't contain decks so it's totally transparent to the game and you won't even notice having it while playing. Again, it would be better to ask in the topic about the mod you are talking about.

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 06 Mar 2013, 17:40
by Hyim
thefiremind wrote:
Hyim wrote:is there a way to disable the constant light bug ?
I'm not sure about what you mean.
Are you seeing cards glowing like this?
download/file.php?id=5847&mode=view
If that's the case, it doesn't happen with official cards so this is not the right topic to talk about that. Anyway it would be because of uncompressed TDX files and I don't know which mod contains them (certainly not mine).

Hyim wrote:is there alternative to storing the custom mod ?( like storing it in a folder inside the mtg directory so that i can easily move the whole custom mod) ?
You can't move the WAD files anywhere else or the game wouldn't see them. But with most mods you don't need to move them as a whole... if there's a deck you don't like, just remove that one: the other decks will still work. And if the mod has a "core" WAD (like mine), it doesn't contain decks so it's totally transparent to the game and you won't even notice having it while playing. Again, it would be better to ask in the topic about the mod you are talking about.
yes that one , sorry :) , but then i would have to unpack all the wad or take them out one by one to see which deck is the deck i want :O , then repack them again

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 06 Mar 2013, 17:44
by thefiremind
Hyim wrote:yes that one
OK, that bug is solved by compressing the TDX files, but first you need to find which WAD contains the uncompressed TDX files. If you manage to find the WAD that contains them, I can compress them for you. Can you at least tell me the name of the deck that gives you this problem?

Hyim wrote:but then i would have to unpack all the wad or take them out one by one to see which deck is the deck i want :O , then repack them again
Well, I don't know about the other mods, but I listed all of my decks in my mod's topic so you would just have to consult that list when you need to know which WAD contains which deck. If other modders don't do that... well blame them on their topic. :lol:

Re: DotP2013 Core Bug Fixes (last update 23/02/2013)

PostPosted: 06 Mar 2013, 17:52
by Hyim
thefiremind wrote:
Hyim wrote:but then i would have to unpack all the wad or take them out one by one to see which deck is the deck i want :O , then repack them again
Well, I don't know about the other mods, but I listed all of my decks in my mod's topic so you would just have to consult that list when you need to know which WAD contains which deck. If other modders don't do that... well blame them on their topic. :lol:
i just checked your list and remembered something ,the modular deck have the constant light bug too . if you don't remember what deck is , it's the 2nd left deck to angel deck (white green) and 2nd right to the simic(blue green) , sorry :P i downloaded too much mod and got confused