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Volrathxp's Custom Dotp 2014 DLC (Last Update: 12/6/2014)

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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/23/2014

Postby chieuduong » 25 Aug 2014, 01:52

Marchesa's Smuggler ability should be "Haste" instead of "Trample"

target:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_TRAMPLE, 1) O
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/23/2014

Postby volrathxp » 25 Aug 2014, 03:35

chieuduong wrote:Marchesa's Smuggler ability should be "Haste" instead of "Trample"

target:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_TRAMPLE, 1) O
Whoops! Okay thanks for catching that. :)
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/23/2014

Postby Kithkin » 25 Aug 2014, 15:56

I've tried several ways to combine the DLCs needed for the Monored_devotion deck, always the same result: DOTP2014 crashes to desktop.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/23/2014

Postby volrathxp » 26 Aug 2014, 01:43

Kithkin wrote:I've tried several ways to combine the DLCs needed for the Monored_devotion deck, always the same result: DOTP2014 crashes to desktop.
From the readme, these are the wads needed to play the monored deck:

Monored wads | Open
Code: Select all
This Wad depends on these wads to be installed for the cards used in this deck:
   DATA_DECKS_D14
   DATA_DLC_589_JOURNEY_INTO_NYX
   Data_DLC_8192_Core_Cards
   DATA_DLC_PLW
   DATA_DLC_TFM_CARDS
   Data_DLC_VXP
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/23/2014

Postby Kithkin » 26 Aug 2014, 06:14

volrathxp wrote:
Kithkin wrote:I've tried several ways to combine the DLCs needed for the Monored_devotion deck, always the same result: DOTP2014 crashes to desktop.
From the readme, these are the wads needed to play the monored deck:

Monored wads | Open
Code: Select all
This Wad depends on these wads to be installed for the cards used in this deck:
   DATA_DECKS_D14
   DATA_DLC_589_JOURNEY_INTO_NYX
   Data_DLC_8192_Core_Cards
   DATA_DLC_PLW
   DATA_DLC_TFM_CARDS
   Data_DLC_VXP
Since nobody else reports any issues, the problem seems to be on my side.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/25/2014

Postby chieuduong » 27 Aug 2014, 06:31

Volrathxp, somehow the Primordial Hydra in your Hail Hydra deck has a "must attack code" in it (and makes it attack each turn if possible). Which is kinda weird, consider it's from D14 wad. I guess it's one of the bug they has.
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK, 1 )
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/25/2014

Postby Kithkin » 27 Aug 2014, 07:47

chieuduong wrote:Volrathxp, somehow the Primordial Hydra in your Hail Hydra deck has a "must attack code" in it (and makes it attack each turn if possible). Which is kinda weird, consider it's from D14 wad. I guess it's one of the bug they has.
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK, 1 )
I can confirm this behaviour. Primordial Hydra attacks every turn if possible.

And this: [lua] [string "HYDRA_BROODMASTER_1000380438_TITLE (RESOLUTION_TIME_ACTION)~0x000007c8"]:2: attempt to call method 'GetInt' (a nil value)
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/25/2014

Postby thefiremind » 27 Aug 2014, 08:26

Kithkin wrote:
chieuduong wrote:Volrathxp, somehow the Primordial Hydra in your Hail Hydra deck has a "must attack code" in it (and makes it attack each turn if possible). Which is kinda weird, consider it's from D14 wad. I guess it's one of the bug they has.
I can confirm this behaviour. Primordial Hydra attacks every turn if possible.
Never use cards whose name ends with "_CH<number>", those are made for challenges and often have additional attacking/blocking constraints that ensure that the AI always makes the same decisions.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/25/2014

Postby volrathxp » 27 Aug 2014, 11:00

thefiremind wrote:
Kithkin wrote:
chieuduong wrote:Volrathxp, somehow the Primordial Hydra in your Hail Hydra deck has a "must attack code" in it (and makes it attack each turn if possible). Which is kinda weird, consider it's from D14 wad. I guess it's one of the bug they has.
I can confirm this behaviour. Primordial Hydra attacks every turn if possible.
Never use cards whose name ends with "_CH<number>", those are made for challenges and often have additional attacking/blocking constraints that ensure that the AI always makes the same decisions.
I am about to update everything so I will fix this. I'm still not sure what's going on with Broodmaster.

Hydra Broodmaster | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="HYDRA_BROODMASTER_1000380438" />
  <CARDNAME text="HYDRA_BROODMASTER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Hydra Broodmaster]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Maître de couvée hydre]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Hidra ama de la progenie]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Hydra-Brutwächterin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Idra Protettrice della Covata]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ハイドラの繁殖主]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[번식하는 히드라]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Гидра-Породительница]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hidra Criadeira]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="1000380438" />
  <ARTID value="1000380438" />
  <ARTIST name="Steve Prescott" />
  <CASTING_COST cost="{4}{G}{G}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Hydra" />
  <EXPANSION value="JOU" />
  <RARITY metaname="R" />
  <POWER value="7" />
  <TOUGHNESS value="7" />
  <ACTIVATED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{X}{X}{G}: Monstrosity X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{X}{X}{G} : Monstruosité X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{X}{X}{G}: Monstruosidad X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{X}{X}{G}: Monstrum X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{X}{X}{G}: Mostruosità X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{X}{X}{G}:怪物化Xを行う。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{X}{X}{G}: 괴수화 X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{X}{X}{G}: Чудовищность X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{X}{X}{G}: Monstruosidade X.]]></LOCALISED_TEXT>
  <COST mana_cost="{X}{X}{G}" type="Mana" />
   <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil and LinkedDC():Get_Int(0) == 0 then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), GetEffectX() )
   local x = GetEffectX()
        LinkedDC():Set_Int( 0, x + 1 )
    end
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AUTO_SKIP no_effect_source="1" />
</ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1">
   <CLEANUP fire_once="1" />
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Hydra Broodmaster becomes monstrous, put X X/X green Hydra creature tokens onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Maître de couvée hydre devient monstrueux, mettez sur le champ de bataille X jetons de créature X/X verte Hydre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Hidra ama de la progenie se convierta en monstruosa, pon en el campo de batalla X fichas de criatura Hidra verdes X/X.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Hydra-Brutwächterin monströs wird, bringe X X/X grüne Hydra-Kreaturenspielsteine ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l’Idra Protettrice della Covata diventa mostruosa, metti sul campo di battaglia X pedine creatura Idra X/X verdi.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ハイドラの繁殖主が怪物的になったとき、緑のX/Xのハイドラ・クリーチャー・トークンをX体戦場に出す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[번식하는 히드라가 괴수화할 때, X/X 녹색 히드라 토큰 X개를 전장에 놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Гидра-Породительница становится чудовищной, положите на поле битвы X фишек существа X/X зеленая Гидра.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Hidra Criadeira se tornar monstruosa, coloque no campo de batalha X fichas de criatura verde X/X do tipo Hidra.]]></LOCALISED_TEXT>
       <TRIGGER value="ABILITY_RESOLVED">
    if LinkedDC():Get_Int(0) &gt; 0 then
      EffectDC():Set_Int( 1, LinkedDC():Get_Int(0) - 1 )
  LinkedDC():Set_Int( 0, -1 )
       return true
    end
    return false
    </TRIGGER>
<RESOLUTION_TIME_ACTION>
    local x = EffectSource():GetInt(1)
    MTG():PutPTTokensOntoBattlefield( "TOKEN_HYDRA_X_X_G_100038043", x, EffectController(), x, x )
</RESOLUTION_TIME_ACTION>
 </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="TOKEN_HYDRA_X_X_G_100038043" />
  <SFX text="COMBAT_KHALNI_HYDRA_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_KHALNI_HYDRA_ATTACK" power_boundary_min="1" power_boundary_max="3" />
   <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/27/2014

Postby volrathxp » 27 Aug 2014, 11:26

Updated both the core wad and the decks. Please read the changelog! :D
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/27/2014

Postby Kithkin » 27 Aug 2014, 13:17

Many thanks for all the work you have been putting into this project. Looking forward to check out the update.
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/27/2014

Postby gorem2k » 27 Aug 2014, 13:29

Just a recommendation to you, for each Dethrone cards you have made you can also add this:
Code: Select all
<STACK_EQUIVALENCE keyword="dethrone" />
inside Dethrone's trigger ability

for example:
Marchesa, the Black Rose excerpt | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dethrone]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self">
    local defender_life = TriggerObject():GetPlayerAttacked():GetLifeTotal()
    for i=0,MTG():GetNumberOfPlayers()-1 do
       if MTG():GetNthPlayer(i):GetLifeTotal() &gt; defender_life then
          return false
       end
    end
    return true
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <STACK_EQUIVALENCE keyword="dethrone" />
  </TRIGGERED_ABILITY>

...

  <TRIGGERED_ABILITY resource_id="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dethrone]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self">
    local defender_life = TriggerObject():GetPlayerAttacked():GetLifeTotal()
    for i=0,MTG():GetNumberOfPlayers()-1 do
       if MTG():GetNthPlayer(i):GetLifeTotal() &gt; defender_life then
          return false
       end
    end
    return true
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
    <STACK_EQUIVALENCE keyword="dethrone" />
  </TRIGGERED_ABILITY>
This way is also used in Exalted cards to save some time (skips redundant ability fx for each creature with the same ability)
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Re: Volrathxp's Custom Dotp 2014 DLC (Last Update: 8/27/2014

Postby thefiremind » 27 Aug 2014, 19:16

gorem2k wrote:Just a recommendation to you, for each Dethrone cards you have made you can also add this:
Code: Select all
<STACK_EQUIVALENCE keyword="dethrone" />
inside Dethrone's trigger ability

[...]

This way is also used in Exalted cards to save some time (skips redundant ability fx for each creature with the same ability)
With exalted it makes more sense, though, because each instance of exalted has the same impact on the battlefield (+1/+1 to the same creature). On the other hand, each instance of dethrone buffs the creature it belongs to. Now, I can't think of a scenario where waiting before responding till the trigger of a specific instance of dethrone can be beneficial, so I guess it's okay to use STACK_EQUIVALENCE, but I wanted to note that modders should think about what possibilities they take away from the players when adding a simplification like this. :)
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