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Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby thefiremind » 04 Nov 2013, 21:16

azq wrote:Weird as it may seem, I installed the Core Fixes Mod and gave it another go. It now works properly.
Could it be that your friends had the core fixes installed while you didn't?
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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby azq » 04 Nov 2013, 22:08

No, we actually were standing next to each other and none of us had the core fixes wad. Now I am seeing the same behavior on the official Martial Coup :-). Whatever, whatever...
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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby takuma41 » 08 Nov 2013, 06:52

thefiremind wrote:
takuma41 wrote:The game always crashes right before the main menu. I'm using the 3DM Update 2 version. I also have the Skidrow version where I am not having any issues with your mod.
You must have another mod installed with at least one deck that's missing at least one card. My decks aren't missing any cards, I run them fine with 3DM Update 2. Download Riiak's Deck Builder, run it once, wait till it loaded completely, then check the error text file it generates.
I decided to just reinstall the game and put 3DM Update 3. No problems with your mod so far. :D
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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby wtb300 » 16 Nov 2013, 01:51

i made a planeswalker using my fave abilities from the ones you have provided. and it looks and works great other than the fact that i can use each ability once per turn rather than one ability per turn and i can have more than one on the battlefield. im stumped on how to fix this. id like it to follow legendary rule and the use limitations if possible. ive added his name to planeswaler_type and the plw_text.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="DOVAHKIIN_123456789" />
  <CARDNAME text="DOVAHKIIN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dovahkiin]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="123456789" />
  <ARTID value="123456789" />
  <ARTIST name="Me Bitch" />
  <CASTING_COST cost="{5}" />
  <TYPE metaname="Planeswalker" />
  <TYPE metaname="Enchantment" />
  <SUB_TYPE metaname="Dovahkiin" />
  <EXPANSION value="THS" />
  <RARITY metaname="M" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|(Loyalty 5)|]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Loyalty" proliferate="11" />
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 5 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(+1): Put three 1/1 white Soldier creature tokens onto the battlefield.]]></LOCALISED_TEXT>
    <AVAILABILITY sorcery_time="1" per_turn_limit="1" />
    <COST type="generic">
      <PREREQUISITE>
      return true
      </PREREQUISITE>
      <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         PLW_ShutDownDoublingSeason()
         EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 1 )
      end
      </RESOLUTION_TIME_ACTION>
    </COST>
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_SOLDIER_1_1_W_991900001", 3, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(-2): Target player draws 3 cards.]]></LOCALISED_TEXT>
    <AVAILABILITY sorcery_time="1" per_turn_limit="1" />
    <COST type="RemoveCountersSelf" amount="2" counter_type="Loyalty" />
    <TARGET tag="CARD_QUERY_CHOOSE_PLAYER_DRAW_CARD" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType(FILTER_TYPE_PLAYERS)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
    if target ~= nil then
       target:DrawCards(3)
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(-4): Destroy all creatures with power 4 or greater.]]></LOCALISED_TEXT>
    <AVAILABILITY sorcery_time="1" per_turn_limit="1" />
    <COST type="RemoveCountersSelf" amount="4" counter_type="Loyalty" />
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add(FE_POWER, OP_GREATER_THAN_OR_EQUAL_TO, 4)
    </FILTER>
    <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():Destroy()
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_JUDGEMENT_PLAY" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(-5): Destroy all other permanents except for lands and tokens.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[(-5) : Détruisez tous les autres permanents excepté les terrains et les jetons.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[(-5): Destruye todos los otros permanentes excepto tierras y fichas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[(-5): Zerstöre alle anderen bleibenden Karten außer Ländern und Spielsteinen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[(-5): Distruggi tutti gli altri permanenti tranne che le terre e le pedine.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[(-5):土地とトークンを除く他のすべてのパーマネントを破壊する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[(-5): Destroy all other permanents except for lands and tokens.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[(-5): уничтожьте все другие перманенты, за исключением земель и фишек.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[(-5): Destrua todas as outras permanentes, exceto terrenos e fichas.]]></LOCALISED_TEXT>
    <AVAILABILITY sorcery_time="1" per_turn_limit="1" />
    <COST type="RemoveCountersSelf" amount="5" counter_type="Loyalty" />
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add(FE_IS_TOKEN, false)
    PLW_FilterNonlandPermanents(filter)
    </FILTER>
    <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():Destroy()
    end
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_JUDGEMENT_PLAY" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
    <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    PLW_CreateUniqueToken( "_PLANESWALKERS_MANAGER_991800002", "_PLANESWALKERS_MANAGER", EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="_PLANESWALKERS_MANAGER_991800002" />

  <TOKEN_REGISTRATION reservation="1" type="TOKEN_SOLDIER_1_1_W_991900001" />
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <AI_COUNTER_SCORE type="Loyalty" score="100" />
  <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby thefiremind » 16 Nov 2013, 10:30

wtb300 wrote:ive added his name to planeswaler_type and the plw_text.
You are probably making the same mistake as I did for the new Elspeth... in the LOL file you actually have to add a Planeswalker twice: once in order to add its name to the Planeswalkers' names, and once in order to match it with its Planeswalker sub-type. Look here:
viewtopic.php?f=109&t=11615&start=60#p133103
If you already did that, then it's possible that your game is still reading the old LOL file instead of your new one. If you make your modifications on copies of the files on a different WAD (which is always advised), make sure your WAD has a name that stands further than the original one in alphabetic order.

P.S.: this discussion would fit much better in the Planeswalkers Pool topic... :P
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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby wtb300 » 16 Nov 2013, 21:28

thanks for the help. i noticed it was the wrong topic after i posted it. ill be more careful next time.
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Re: Thefiremind's DotP2014 DLC v9 (23/Oct/2013)

Postby deathface » 17 Nov 2013, 07:28

demigod of revenge trigger isnt activating, i cast it from my hand and none came out from the graveyard
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby thefiremind » 03 Dec 2013, 19:04

deathface wrote:demigod of revenge trigger isnt activating, i cast it from my hand and none came out from the graveyard
That's right, I forgot to set the active zone. Fixed now. :)

EDIT: Version 10 is up. I deleted my old post and remade it so I bumped the topic without double posting. :mrgreen:
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby KeenAdam » 14 Feb 2014, 04:38

Hey man, when I click the links to the downloads it says that the pages do not exist. :(
Any way to get around that?
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby thefiremind » 14 Feb 2014, 09:28

KeenAdam wrote:Hey man, when I click the links to the downloads it says that the pages do not exist. :(
Any way to get around that?
Copy the link manually to your address bar and remove the "http://anonym.to/?" part. The anonymizer has been down for some days already, but I'd like to give it some more days to get up again before I remove it from all my links.
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby Ferrix » 04 Jun 2014, 23:43

Nice DLC, many thanks!

Noticed a bug:
Rot Wolf doesn't work correctly, see ruling of 6/1/2011.
http://gatherer.wizards.com/Pages/Card/ ... e=rot+wolf

If Rot Wolf and a creature dealt damage by Rot Wolf go to the graveyard at the same time, Rot Wolf's ability will trigger.
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby thefiremind » 05 Jun 2014, 08:18

Ferrix wrote:Noticed a bug:
Rot Wolf doesn't work correctly, see ruling of 6/1/2011.
http://gatherer.wizards.com/Pages/Card/ ... e=rot+wolf

If Rot Wolf and a creature dealt damage by Rot Wolf go to the graveyard at the same time, Rot Wolf's ability will trigger.
This catches me off guard: I know it's supposed to work that way, but I thought that it already was... :-k As far as i know, the TRIGGER code of a ZONECHANGE_BEGIN trigger is checked before the creature/creatures dies/die, and EffectSource() should still be a valid pointer.
To be honest, I don't know what I should do to fix it... I'm pretty sure that using EffectSourceLKI() isn't a solution (it's a different pointer, even if it stores the source's last known information). Has someone else run into this problem by using the trigger code from Sengir Vampire?
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby Overmaster » 09 Jul 2014, 06:21

I know a lot of people are busy gearing up for DotP 2015 and might not be up for this anymore, but I have just spent the last two days playing modded decks all by my lonesome and would really like some company on Steam. :c

Would anyone care to add me on Steam and play a few matches with Thefiremind's deck packs? I'd love to hone some of my construction skill before 2015 comes out.
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby tom12983 » 09 Jul 2014, 14:10

Legendary Land and Land - Gate not functioning properly? Can anyone point me in the right direction: When I tap a legendary land for "Add One/Two to your mana pool" nothing happens. Can you point me to the fix plz?
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Re: Thefiremind's DotP2014 DLC v10 (03/Dec/2013)

Postby RiiakShiNal » 09 Jul 2014, 17:57

tom12983 wrote:Legendary Land and Land - Gate not functioning properly? Can anyone point me in the right direction: When I tap a legendary land for "Add One/Two to your mana pool" nothing happens. Can you point me to the fix plz?
The lands in thefiremind's mod are setup using MANA_ABILITYs (default auto-tap setup, they work similarly to the basic lands that came with the game) so you can't tap them manually, they can only be tapped for mana when needed to cast a spell or pay for an ability. Furthermore I haven't seen a land in thefiremind's mod that produces more than {1} and he didn't include any gates.

So you first need to determine what lands you are talking about and which mod they came from.
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