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[18-11-2012] Skullblakka's Decks 14.1

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Re: [12-01-2012] Skullblakka's Decks 13.0

Postby hansondon » 01 Dec 2012, 13:53

This is really weird. I have every card in the list, so this deck should be OK. And before this update, I have no problem with previous version, which means those decks are OK too.
One thing worth to mention is that my game is a integrated version:
https://dotp13-zerlu.googlecode.com/svn/trunk/
Zerlu's version, which includes all the mods you mentioned, and even some of your old decks, that is to say, actually I have some duplicate decks(from zerlu's wad, and your wad file). But if this was the reason, the problem should occur earlier, not just this update.
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Re: [12-01-2012] Skullblakka's Decks 13.0

Postby skullblakka » 01 Dec 2012, 21:49

hansondon wrote:This is really weird. I have every card in the list, so this deck should be OK. And before this update, I have no problem with previous version, which means those decks are OK too.
One thing worth to mention is that my game is a integrated version:
https://dotp13-zerlu.googlecode.com/svn/trunk/
Zerlu's version, which includes all the mods you mentioned, and even some of your old decks, that is to say, actually I have some duplicate decks(from zerlu's wad, and your wad file). But if this was the reason, the problem should occur earlier, not just this update.
try to instal them one by one and mine at last and see when the message appears
apology my so bad english speaking :)
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Re: [12-11-2012] Skullblakka's Decks 14.0

Postby skullblakka » 11 Dec 2012, 11:22

2 new deck uploaded Martial Law and Heatwave!
apology my so bad english speaking :)
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Re: [12-11-2012] Skullblakka's Decks 14.0

Postby Firehelp » 18 Dec 2012, 19:04

Flamekin Harbinger shouldn't put the card into your hand, the card should be put on the top of your library instead. I know, it's not game-breaking, but it kinda makes the harbinger too good. Could you fix it? :)
And one more thing. Detain doesn't work on mana abilities (f.e. Llanowar Elves), which I guess is impossible to fix, but I'm still adding it so you would know.
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Re: [12-11-2012] Skullblakka's Decks 14.0

Postby skullblakka » 18 Dec 2012, 20:07

Firehelp wrote:Flamekin Harbinger shouldn't put the card into your hand, the card should be put on the top of your library instead. I know, it's not game-breaking, but it kinda makes the harbinger too good. Could you fix it? :)
And one more thing. Detain doesn't work on mana abilities (f.e. Llanowar Elves), which I guess is impossible to fix, but I'm still adding it so you would know.
My bad for Flamekin Harbinger :p

for the detain ability, yeah it will don't works on mana abilities (or most of them) because they are almost all coded as mana or statics abilities and not activated ones as they should to be more precise.

anyway thanks for reporting bugs, an update will be upload soon
apology my so bad english speaking :)
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby volrath » 19 Dec 2012, 15:22

Is the picture of windswept heath in your "Divine Hopes" deck missing?
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby skullblakka » 19 Dec 2012, 21:12

volrath wrote:Is the picture of windswept heath in your "Divine Hopes" deck missing?
nope it isn't
apology my so bad english speaking :)
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby volrath » 20 Dec 2012, 02:33

Thanks, the problem was that I didn't replace kev's original file with yours "Kev's file without APPID_linking.txt". I thought kev's was more important as one of the main mod files for the game. There are several conflicts among the files on the forum... #-o
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby volrath » 10 Jan 2013, 15:13

There is also a conflict with "loookaz decks", his "bant show and tell" deck (Deck_70001_ST.rar) made windswept heath picture disappear in "divine hopes" and some other decks. I had a hard time figuring it out and eliminating all other possibilities. ](*,) :rolleyes:
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby Nips » 19 Jan 2013, 13:26

Hello mate, I just wanted to inform you that I have isolated two coding errors in your cards, I fixed the first one, and working on the second now. I will just say what those errors are here, and allow you to adjust them when you have the time.

First error: I found was that the picture on the Falkenrath Exterminator was not showing up.
The fix: There was an 'A' missing from the code in the card directory.

Second error: I found that the Selesnya Charm was only activating the first of the 3 options, +2/+2 and trample, and there was no indication to select one of the other 2 options, the 2/2 cat creature with vigilance or the exile target creature with power 5 or greater.
The fix: I am currently mirroring other Charms and finding the difference in coding, I will update this on a later time if you like.

Now I am not certain if it is just what I have, or if it is conflicting with other mods, but I did feel like it would be common courtesy to let you know about these small errors. I am by far no programmer, I am just learning as I go, and thanks to this community, I have been able to learn a good bit.

Good luck, and loving the mod mate. ^^.

EDIT: Selesnya Charm was the only one I mentioned because it doesn't give any kind of option what so ever past the +2/+2 and trample. The other charms in this Mod doesn't give all feasible options when using them at all times, only what the game thinks you are wanting to use them for when played. I believe that the coding needs to look more like what the coding below this post looks like.

I am trying to figure out how to change around the coding for the charms in your decks to coding similar to the coding below. Like I said, I am no programmer, so any help would be appreciated.

They are really nice decks, I just don't want to use them until I can sort out the problems with the coding.
Last edited by Nips on 19 Jan 2013, 15:44, edited 2 times in total.
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby Nips » 19 Jan 2013, 15:33

I believe your charms could benefit from using the same sorting in the charms released in the 3rd deck pack. This is just my opinion, but I do believe that it makes the coding look better, and it functions better. I personally don't like that I don't see all of my options when I cast one of the charms you have created, even when it is viable for use, also there is no cancel option once it is cast from my hand, I don't know how to go about creating a code for that myself, but it becomes a problem when it is cast for one purpose and it only gives me another option. Anyhow here is an example of how Bant Charm is coded for the deck pack I mentioned...

<PLAY_TIME_ACTION>
local player = EffectController()
if player ~= nil then
local has_first = AtLeastOneTargetFromDefinition(0)
local has_second = AtLeastOneTargetFromDefinition(1)
local has_third = AtLeastOneTargetFromDefinition(2)
player:BeginNewMultipleChoice()
if (has_first == 1 and has_second == 1 and has_third == 1) then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT" )
elseif (has_first == 1 and has_second == 1 ) then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT", false )
elseif (has_first == 1 and has_third == 1 ) then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM", false )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT" )
elseif (has_second == 1 and has_third == 1 ) then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT", false )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT" )
elseif has_first == 1 then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM", false )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT", false )
elseif has_second == 1 then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT", false )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM" )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT", false )
elseif has_third == 1 then
player:AddMultipleChoiceAnswer( "CARD_QUERY_DESTROY_TARGET_ARTIFACT", false )
player:AddMultipleChoiceAnswer( "CARD_QUERY_CREATURE_ON_BOTTOM", false )
player:AddMultipleChoiceAnswer( "CARD_QUERY_COUNTER_INSTANT" )
end
player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_CHOOSE_MODE" )
end
</PLAY_TIME_ACTION>
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_ARTIFACT )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DEFINITION id="1">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DEFINITION id="2">
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_STACK )
filter:AddCardType( CARD_TYPE_INSTANT )
filter:SetStackObjectType( STACK_OBJECT_CARD )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
local has_first = AtLeastOneTargetFromDefinition(0)
local has_second = AtLeastOneTargetFromDefinition(1)
local has_third = AtLeastOneTargetFromDefinition(2)
if (has_first ~= 0 or has_second ~= 0 or has_third ~= 0) then
return 1
else
return 0
end
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION>
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby skullblakka » 20 Jan 2013, 10:33

ok so ill post here for the last to explain something

i saw few posts saying some cards don't work properly, but they do. there are just conflics with others mods are using the same cards with the same multiverse ID. that's the same for the pictures don't apears (i checked both of them)

So, feel free to manage your mods or the xmls, but i will not change anything because i have no time for this.

so have fun averyone and feel free to update my mod to fix some issues. later!
apology my so bad english speaking :)
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby Nips » 20 Jan 2013, 11:35

Ok, I will fix fix these charms, :). It might take a while. It is a nice hobby, and I am learning quite a bit every time I crack the files open. Also, you seem to speak english fairly well, ^^. Just thought I would let you know.
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby thefiremind » 25 Mar 2013, 00:21

From a report by plant2 and a clarification by NEMESiS, I discovered that this mod still carries the old version of Serra Ascendant, which gains the bonus at 30 or more life. The official patch that came with the RTR DLC changed it so that it gains the bonus at 10 or more life above the controller's starting total. The old Serra Ascendant should be removed from the mod, or at least replaced with the new version.

For those who are familiar with unpacking/repacking WAD files, unpack Deck_362801_ST, find SERRA_ASCENDANT_276975.XML in the DECKS sub-folder, delete it, and repack.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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Re: [18-11-2012] Skullblakka's Decks 14.1

Postby Takhen » 08 Apr 2013, 19:32

Excuse me, there are yet compatibility problems? to use the 9999_unlocks2.wad can solve these?
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