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Hi modders - got a couple of problems
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Re: Hi modders - got a couple of problems
by kevlahnota » 18 Jul 2013, 00:45
I just change my header and content pack id to a smaller value (888).
I've been modding DOTP since 2010 and I always encounter that if there are some bugged cards(including Official Cards
), It may affect other cards that don't have bugs. Did you try replicating the issues without the MOD/s? I'm asking this because I looked at the first three cards in your list and it seems the syntax is correct. If you still have issues without using MOD/s then the problem is with the game engine which is out of the modders scope. We need an update from the original devs.
@NEMESISthefiremind wrote:You aren't the first one who reports this, but since I don't play online I don't know about the reason. I remember someone reporting the problem to kevlahnota and then he wrote that it was fixed, but didn't explain how.
I've been modding DOTP since 2010 and I always encounter that if there are some bugged cards(including Official Cards


NEMESIS wrote:Excellent, I can already compile a list for you.![]()
- | Open
- Mark of the Vampire is not assigning life gain before the player takes damage.
Kor Spiritdancer was out with Guardian's Magemark attached in first few rounds. Partner tried repeatedly to attach an Armored Ascension but was denied.
Master Thief 's controller remains in control of Artifact after MT has died.
Form of the Dragon is not supplying life if it's controller is under 5 life.
Redirect working on some platforms (steam) and not others.
Threads of Disloyalty takes possession of Scute Mob . Scute Mob triggers from original owners mana count.
Engulfing Slagwurm is not giving it's controller life when it blocks.
Endless Ranks of the Dead is recognizing zombies in the exile zone.
Restoration Angel did not flicker Geist-Honored Monk .
Dinrova Horror is not recognizing proper owner.
On Steam: Eldrazi Conscription on Artisan of Kozilek should result in Art having "Annihilator 2, annihilator 2", but the defending player still only had to sacrifice 2 permanentsSpoiler: Hide
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Re: Hi modders - got a couple of problems
by NEMESiS » 18 Jul 2013, 00:50
You see this are bugs reported from players in the Wizards forum (Players that don't mod) so this would be actual in game bugs compiled by the players so that the devs can fix. Although, a lot of the times they just ignore their feed back.kevlahnota wrote:I just change my header and content pack id to a smaller value (888).@NEMESISthefiremind wrote:You aren't the first one who reports this, but since I don't play online I don't know about the reason. I remember someone reporting the problem to kevlahnota and then he wrote that it was fixed, but didn't explain how.
I've been modding DOTP since 2010 and I always encounter that if there are some bugged cards(including Official Cards), It may affect other cards that don't have bugs. Did you try replicating the issues without the MOD/s? I'm asking this because I looked at the first three cards in your list and it seems the syntax is correct. If you still have issues without using MOD/s then the problem is with the game engine which is out of the modders scope. We need an update from the original devs.
NEMESIS wrote:Excellent, I can already compile a list for you.![]()
- | Open
- Mark of the Vampire is not assigning life gain before the player takes damage.
Kor Spiritdancer was out with Guardian's Magemark attached in first few rounds. Partner tried repeatedly to attach an Armored Ascension but was denied.
Master Thief 's controller remains in control of Artifact after MT has died.
Form of the Dragon is not supplying life if it's controller is under 5 life.
Redirect working on some platforms (steam) and not others.
Threads of Disloyalty takes possession of Scute Mob . Scute Mob triggers from original owners mana count.
Engulfing Slagwurm is not giving it's controller life when it blocks.
Endless Ranks of the Dead is recognizing zombies in the exile zone.
Restoration Angel did not flicker Geist-Honored Monk .
Dinrova Horror is not recognizing proper owner.
On Steam: Eldrazi Conscription on Artisan of Kozilek should result in Art having "Annihilator 2, annihilator 2", but the defending player still only had to sacrifice 2 permanentsSpoiler: Hide


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Re: Hi modders - got a couple of problems
by kevlahnota » 18 Jul 2013, 01:03
Yeah, a lot of times they just ignore players feedback, The Original Devs assumes the players are all kids that rant
anyway, for Dinrova Horror, the fix is that it must use GetOwner() instead of GetPlayer() to store the information of the Owner, not the current controller.



anyway, for Dinrova Horror, the fix is that it must use GetOwner() instead of GetPlayer() to store the information of the Owner, not the current controller.
- <RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
local controller = target:GetPlayer() -- change to target:GetOwner()
EffectDC():Set_PlayerPtr(1, controller)
end
</RESOLUTION_TIME_ACTION>
NEMESiS wrote:
You see this are bugs reported from players in the Wizards forum (Players that don't mod) so this would be actual in game bugs compiled by the players so that the devs can fix. Although, a lot of the times they just ignore their feed back.Anyways, the second list I provided has been reported by multiple players. The first list is reported but not confirmed by more then one player. I hope that clarifies.
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Re: Hi modders - got a couple of problems
by RiiakShiNal » 18 Jul 2013, 01:48
Ok, I've managed to get the Annihilator bugs worked out (the controller of a creature with Annihilator in a 2-Headed Giant game can now choose which player is the target of the Annihilator effect, just like the rulings). I've also simplified how we can code Annihilator down to 3 function calls so an Annihilator ability will end up looking like this:
I will post the core fixes wad as soon as I make it through all of the reported card problems (which will probably be sometime tomorrow unless several more are reported).
Updates:
- | Open
- Code: Select all
<TRIGGERED_ABILITY badge="BADGE_ANNIHILATOR">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Annihilator 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Annihilateur 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aniquilador 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vernichter 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Annientatore 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[滅殺 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[절멸 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аннигилятор 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aniquilador 2]]></LOCALISED_TEXT>
<TRIGGER value="ATTACKING" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_Annihilator_Player_Choosing()
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Annihilator_Permanent_Choosing( 2 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Annihilator_Sacrificing()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
This is a non-issue as life gain from Lifelink is not supposed to happen before the player takes damage (this is just silly).Mark of the Vampire is not assigning life gain before the player takes damage.
I see nothing wrong with Kor Spiritdancer, Guardian's Magemark, or Armored Ascension. My guess here would be problems with the net code in multiplayer games (sync, lag, etc...).Kor Spiritdancer was out with Guardian's Magemark attached in first few rounds. Partner tried repeatedly to attach an Armored Ascension but was denied.
I see no way for the effect to remain after Master Thief dies (once Master Thief dies then EffectSource() will be nil and the effect will end).Master Thief 's controller remains in control of Artifact after MT has died.
About the only way I can see this happening given the code is if a Sulfuric Vortex is in play (because internally you would need to gain life if you are at less than 5 life and Sulfuric Vortex will prevent you from gaining life).Form of the Dragon is not supplying life if it's controller is under 5 life.
Redirect is coded correctly (hard to screw up code this simple).Redirect working on some platforms (steam) and not others.
This might be a layer issue as such I'll have to run some tests before I can comment on this one.Threads of Disloyalty takes possession of Scute Mob . Scute Mob triggers from original owners mana count.
If this is true then it is likely an engine bug as I'm not seeing any problems with the card, though I could add a SetZone for ZONE_BATTLEFIELD to try and make sure.Endless Ranks of the Dead is recognizing zombies in the exile zone.
The problem here was exactly as kevlahnota said and I have fixed it (it will be in the core fixes wad).Dinrova Horror is not recognizing proper owner.
I will post the core fixes wad as soon as I make it through all of the reported card problems (which will probably be sometime tomorrow unless several more are reported).
Updates:
Reverberate, Redirect (I already mentioned this one), and Twincast are all coded properly, if there is a problem it is with the game enigne and there is nothing I can do about it.
Ovinize is coded properly (I've had it cast on my creatures enough times to know).Ovinize is not stripping abilities properly
Turn to Frog is properly coded.Turn to Frog 's ability stripping is not working.
I assume this is referring to Hollowborn Barghest, in which case this is not damage, this is loss of life. Loss of life and damage are not the same.Hollow Damage is not being prevented.
This is an error in the code, FE_CARD_NAME is used instead of FE_CARD_INSTANCE. Simple fix.Admonition Angel not being able to target copies of itself.
I just did a test and it does not recognize exiled zombies so no fix is necessary.Endless Ranks of the Dead is recognizing zombies in the exile zone.
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Re: Hi modders - got a couple of problems
by thefiremind » 18 Jul 2013, 08:46
The problem is that many of them are kids that rant.kevlahnota wrote:Yeah, a lot of times they just ignore players feedback, The Original Devs assumes the players are all kids that rant![]()
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Re: Hi modders - got a couple of problems
by kevlahnota » 18 Jul 2013, 09:20
I see...
I think they need to read the rulebook... before playing....
OT: Anyway, I hope on the next update the Devs enable parsing <PRODUCES> to a certain degree so we can make a more flexible mana base for the decks. I think that is really missing. Something like {R|G}...




OT: Anyway, I hope on the next update the Devs enable parsing <PRODUCES> to a certain degree so we can make a more flexible mana base for the decks. I think that is really missing. Something like {R|G}...
thefiremind wrote:The problem is that many of them are kids that rant.As you can see from RiiakShiNal's summary, a lot of bugs were false positives, I wouldn't expect to find so many in a good bug report.
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Re: Hi modders - got a couple of problems
by RiiakShiNal » 18 Jul 2013, 11:34
There is no problem in targetting Geist-Honored Monk with Restoration Angel or having it exiled and returned (no problem found). When it returned it generated an additional 2 1/1 white Spirit creatures with flying (just like it was supposed to).Restoration Angel did not flicker Geist-Honored Monk .
I've tried Engulfing Slagwurm both blocking and being blocked and its ability works correctly both ways, no fix necessary.Engulfing Slagwurm is not giving it's controller life when it blocks.
I used Threads of Disloyalty to take possession of an opponent's (AI) Scute Mob and waited several turns, it triggered on each of my upkeeps counting my land, but did not trigger on opponent's upkeep and did not count opponent's land. This is the expected behavior so no fix is necessary. The problem that players observed could be related to reported problems with the engine losing track of controllers/owners in multiplayer games (problems with net code).Threads of Disloyalty takes possession of Scute Mob . Scute Mob triggers from original owners mana count.
Neither myself nor my opponent (AI) had problems putting land onto the battlefield while Thalia, Guardian of Thraben was in play, though non-creature spells did costThalia, Guardian of Thraben causing players to pay to play land.

Technically they should have said not being milled, but I can confirm this. It appears to be because it uses Library_GetNth(1) instead of Library_GetNth(0) so it should be an easy fix (standard off by one error).Jace's Mindseeker is not causing the card on top of the library to be dicarded.
I tried Fiend Hunter both with Always Use Optional Abilities on and off it works in either mode. When it enters the field I have the option of choosing a creature to exile. If I choose a creature and then destroy the Fiend Hunter before the ability resolves then the creature is exiled forever (as expected). If I let the ability resolve first then kill destroy the Fiend Hunter the creature returns to play (as expected). I can also choose finish to not choose a creature to exile (as expected). Since all behavior is as expected no fix is necessary.Cannot use may/must ability of Fiend Hunter .
With Flamblast Dragon I tried it both with Always Use Optional Abilities on and off, when it attacks I have the option of pressing Finish instead of choosing a target, if I choose finish then no mana is tapped and no damage is done (though the effect does still trigger this can still be considered expected behavior). If I choose a target I'm then given a choice as to how much mana to tap for the ability and it correctly taps the chosen amount forFlameblast Dragon , may/must ability is not working.


Last edited by RiiakShiNal on 18 Jul 2013, 13:15, edited 1 time in total.
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Re: Hi modders - got a couple of problems
by kevlahnota » 18 Jul 2013, 13:09
@RiiakShiNal
I guess the problem must be on other platforms not on pc version or most likely a bug with multiplayer code.
I guess the problem must be on other platforms not on pc version or most likely a bug with multiplayer code.
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Re: Hi modders - got a couple of problems
by NEMESiS » 18 Jul 2013, 13:13
Well I am just passing along what has been reported.
Anyways, Thalia is mentioned to also affect the eye of ugin. I can be available to test things with you later today if you need me, Riak.

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Re: Hi modders - got a couple of problems
by RiiakShiNal » 18 Jul 2013, 13:23
I'm thinking that most of these are probably problems with the multiplayer code as when I was doing some tests with NEMESiS a few days ago I encountered problems where it wouldn't recognize clicks, it wouldn't let me cast spells, or use abilities (though some of that is probably because the tests were designed to break some things).kevlahnota wrote:I guess the problem must be on other platforms not on pc version or most likely a bug with multiplayer code.
I'll test Thalia again with the Eye of Ugin, though I don't expect any problems.NEMESiS wrote:Well I am just passing along what has been reported.Anyways, Thalia is mentioned to also affect the eye of ugin.
Edit: I see no problems with Thalia & Eye of Ugin, though I think I did find the problem with this one that people are reporting. It seems that if there is no untapped mana producing land then it will prevent lands from being played even though no land is tapped to bring them into play. This is fixable.
For card problems I want to keep the testing to single player so I can eliminate the net code as a possible problem. Properly coded cards will work properly in both single and multi-player modes. Whether the net code causes problems relating to certain cards is a completely different matter and is solely the realm of WotC & Stainless to fix since I don't have access to the net code.NEMESiS wrote:I can be available to test things with you later today if you need me, Riak.
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Re: Hi modders - got a couple of problems
by thefiremind » 18 Jul 2013, 13:42
A bug with cost increases and lands actually exists:NEMESiS wrote:Thalia is mentioned to also affect the eye of ugin.
Lands never have costs so they can be excluded from cost increases without any downside.thefiremind wrote:CONSIDERED_FOR_CAST also counts lands when it needs to decide whether a card is affordable or not. I tried with my Lodestone Golem but I think it's the same for Thalia, Guardian of Thraben: I had only 1 land, the opponent had 2 Lodestone Golem on the battlefield, and I couldn't play other lands! The workaround is easy, just remember to always addto the CONSIDERED_FOR_CAST conditions when you are increasing costs.
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TriggerObject():GetCardType():Test(CARD_TYPE_LAND) == false
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Re: Hi modders - got a couple of problems
by RiiakShiNal » 18 Jul 2013, 13:56
That is what I ended up doing in the fix. I did note that I had found the problem in my post above (though since I put it in as an edit I may have put it in while you were writing your post).thefiremind wrote:Lands never have costs so they can be excluded from cost increases without any downside.
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Re: Hi modders - got a couple of problems
by thefiremind » 18 Jul 2013, 14:02
Yes, that's what happened, but I wrote my report anyway because information about a bug is never enough.RiiakShiNal wrote:(though since I put it in as an edit I may have put it in while you were writing your post).

I just remembered that I noticed another bug, not really important but always a bug: the ChooseItems function in Primeval Titan is missing the QUERY_FLAG_UP_TO.
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Re: Hi modders - got a couple of problems
by RiiakShiNal » 18 Jul 2013, 14:13
True, you can never have too much information where bugs are concerned.thefiremind wrote:Yes, that's what happened, but I wrote my report anyway because information about a bug is never enough.
I'll make sure to get that when I release soon.thefiremind wrote:I just remembered that I noticed another bug, not really important but always a bug: the ChooseItems function in Primeval Titan is missing the QUERY_FLAG_UP_TO.
Quick summary of fixed cards:
- Admonition Angel - Changed FE_CARD_NAME to FE_CARD_INSTANCE
- Artisan of Kozilek - Rework of Annihilator
- Dinrova Horror - Changed GetPlayer() to GetOwner()
- Eldrazi Conscription - Rework of Annihilator
- It That Betrays - Rework of Annihilator
- Jace's Mindseeker - Changed Library_GetNth(1) to Library_GetNth(0)
- Pathrazer of Ulamog - Rework of Annihilator
- Primeval Titan - Added QUERY_FLAG_UP_TO to allow selecting fewer than 2 lands if desired.
- Thalia, Guardian of Thraben - Added Land Exclusion to trigger.
- Ulamog's Crusher - Rework of Annihilator
I think that covers the actual bugs with the rest of the reported "bugs" being misunderstandings of the rules or problems with multi-player net code.
Update: Core fixes released
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Re: Hi modders - got a couple of problems
by wavydave » 18 Jul 2013, 18:47
Amazed - wasn't expecting so many posts...turning into an epic thread already! Great to see a very active and friendly community - many thanks to all helping, especially Riiak for the core fixes. Will be trying them out shortly!RiiakShiNal wrote:Quick summary of fixed cards:
- Admonition Angel - Changed FE_CARD_NAME to FE_CARD_INSTANCE
- Artisan of Kozilek - Rework of Annihilator
- Dinrova Horror - Changed GetPlayer() to GetOwner()
- Eldrazi Conscription - Rework of Annihilator
- It That Betrays - Rework of Annihilator
- Jace's Mindseeker - Changed Library_GetNth(1) to Library_GetNth(0)
- Pathrazer of Ulamog - Rework of Annihilator
- Primeval Titan - Added QUERY_FLAG_UP_TO to allow selecting fewer than 2 lands if desired.
- Thalia, Guardian of Thraben - Added Land Exclusion to trigger.
- Ulamog's Crusher - Rework of Annihilator
I think that covers the actual bugs with the rest of the reported "bugs" being misunderstandings of the rules or problems with multi-player net code.
Update: Core fixes released
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