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[REL] DotP 2014 - Core Fixes Mod v2.01

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Re: [REL] DotP 2014 - Core Fixes Mod v1.08

Postby NEMESiS » 01 Aug 2013, 01:21

MC Brodie wrote:This probably isn't a big issue to be fixed but in 2HG, Form of the Dragon reportedly lets an opponent's creature without flying to attack your partner (whereas since you are on the same team it shouldn't).
Note the part of the text in Form of the Dragon that says "Creatures without flying can't attack YOU." Your partner is not you, last year there was the same confusion with No Mercy. Players would not attack their opponent's because they thought the opponent's partner's No Mercy would destroy their creatures and that is not the case. So that is correct, if you have Form of the Dragon creatures without flying can still attack your partner.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.08

Postby MC Brodie » 01 Aug 2013, 01:38

NEMESiS wrote:
MC Brodie wrote:This probably isn't a big issue to be fixed but in 2HG, Form of the Dragon reportedly lets an opponent's creature without flying to attack your partner (whereas since you are on the same team it shouldn't).
Note the part of the text in Form of the Dragon that says "Creatures without flying can't attack YOU." Your partner is not you, last year there was the same confusion with No Mercy. Players would not attack their opponent's because they thought the opponent's partner's No Mercy would destroy their creatures and that is not the case. So that is correct, if you have Form of the Dragon creatures without flying can still attack your partner.
I didn't know this til after someone on another forum pointed the rule out:

810.7c As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can’t attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.


The difference is, the opponent attacks your team (which they can for No Mercy but not Form of the Dragon) but when the assign damage they get to choose which "head" they want to deal damage to (i.e., eventhough you can't in DOTP, you'd hopefully choose the person w.o No Mercy).
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Re: [REL] DotP 2014 - Core Fixes Mod v1.09

Postby RiiakShiNal » 01 Aug 2013, 14:03

MC Brodie wrote:I didn't know this til after someone on another forum pointed the rule out:
810.7c As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can’t attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.
The difference is, the opponent attacks your team (which they can for No Mercy but not Form of the Dragon) but when the assign damage they get to choose which "head" they want to deal damage to (i.e., eventhough you can't in DOTP, you'd hopefully choose the person w.o No Mercy).
Bug and ruling confirmed. New version (v1.09) is now up with the fix.

Also v1.09 also updates Mikaeus, the Unhallowed using new information from Miraika and thefiremind so that my Characteristics functions are no longer needed. So as of v1.09 there are no longer any requirements (other than DotP 2014 itself) for the Core Fixes mod.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.09

Postby Nay » 03 Sep 2013, 12:20

Ranger's Guile is missing the line
Code: Select all
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
under target definition (you shouldn't be allowed to target other players' creatures).
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Re: [REL] DotP 2014 - Core Fixes Mod v1.10

Postby RiiakShiNal » 03 Sep 2013, 13:06

Ranger's Guile:
  • Bug - Confirmed.
  • Fix - Confirmed.
  • New Version - Uploaded.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.10

Postby maginater5000 » 29 Sep 2013, 00:25

hey, are these fixes compatible with the newest version of Magic 2014?

[build_date]
13.09.18
[build_number]
7764
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Re: [REL] DotP 2014 - Core Fixes Mod v1.10

Postby RiiakShiNal » 29 Sep 2013, 01:24

They are compatible, though strictly speaking not all of the fixes are actually necessary if you have the newest version of the game because in the newest version some cards have been updated with fixes by WotC & Stainless (for example Admonition Angel and Dinrova Horror). There is no problem in overriding a card with a fully working version of the same card (even if the one being overridden is also fully working).

If you are asking with reference to online multi-player then it follows the same rules as any other modification to the game, all players in the match must have exactly the same mods (wads) otherwise you will not be able to play in that match.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.10

Postby thefiremind » 08 Oct 2013, 11:06

I found a problem with the creatures that have variable P/T (Geist-Honored Monk, Primalcrux, etc.): their active_zone="ZONE_ANY" tag doesn't include the exile zone. You can check it easily: exile a creature with variable P/T and it will appear as 0/0 in the exile zone. The bug can be fixed by making a copy of the P/T setting ability with active_zone="ZONE_EXILE". DotP2013 was using the same trick.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.11

Postby RiiakShiNal » 08 Oct 2013, 14:25

v1.11 is now up and includes fixes for all official cards with variable P/T and fixes Heedless One from the expansion which also had it's ability on layer 7B instead of 7A.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.11

Postby thefiremind » 09 Oct 2013, 11:24

I just found an alternative fix for the undying + evolve problem, with no delayed triggers involved!
Code: Select all
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
    <INTERVENING_IF ignore_resolution_check="1">
    return TriggerObject():CountCounters( MTG():PlusOnePlusOneCounters() ) == 0
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
       TriggerObject():PutOntoBattlefield( TriggerObject():GetOwner() )
       TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1 )
    end
    </RESOLUTION_TIME_ACTION>
I summoned sumomole's Experiment One and a Young Wolf whose undying was coded this way, then killed the Young Wolf, and evolve triggered when the wolf came back. :mrgreen:
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Re: [REL] DotP 2014 - Core Fixes Mod v1.11

Postby RiiakShiNal » 09 Oct 2013, 15:53

Thanks for the update, I would prefer to get rid of the delayed triggers as it is best to keep things simple if possible, I will put in this new method once I've had time to do some tests of my own and get around to updating the Core Fixes again. It may take several days for a new update as I'm working on something else at the moment and Undying is working the way it is currently coded in the core fixes.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.11

Postby sumomole » 21 Oct 2013, 02:22

Hellcarver Demon
Code: Select all
    for i = 0,(6-1) do
       local card = player:Library_GetNth( i )
       if card ~= nil then
          hellcarverDC:Set_CardPtr( i, card)
          hellcarverDC:Protect_CardPtr( i )
          card:Exile()
I think it should use Library_GetTop, maybe I'm wrong.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.12

Postby RiiakShiNal » 21 Oct 2013, 13:10

Hellcarver Demon:
  • Bug confirmed (would skip cards when exiling from the top, exile cards #0, 2, 5, ...).
  • Fix confirmed (could also use Library_GetNth(0) to fix the problem as well).
  • Core Fixes updated and available for download (v1.12) in first post.
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Re: [REL] DotP 2014 - Core Fixes Mod v1.12

Postby drleg3nd » 21 Oct 2013, 18:47

i haven't downloaded core fix since maybe 1.05..but i tried to play multiplayer but everytime i attempted, the game crash when i select quick match or create. i checked deckbuilder for errors but found none. any ideas ?
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Re: [REL] DotP 2014 - Core Fixes Mod v1.12

Postby RiiakShiNal » 21 Oct 2013, 20:55

I don't know, I don't play multiplayer so I can't really help there. There shouldn't be any errors since this is a fixes wad.

I do know that multiplayer is quite picky about things and you can't play a match with someone if they don't have exactly the same wads you do (this includes the core fixes).
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