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2014




【25/09/14】DotP2014 DLC v9.5
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by TQP » 08 Aug 2014, 21:51
No, it's obvious, I'm not that new in MTG. I can't cast lands from exile zone at all.sumomole wrote:of course you can play the exiled land cards, but note that you can only play one land each turn, whether from your hand or exile zone.TQP wrote:Hey. Sry for my bad eng. I can't understand how the Nightveil Specter works. After I exile some land card, I can't cast it, but have visual effect - "you can cast this". And cuz of this, I cant cast other nonland card, cuz I havn't lands like "Plains", "Island", ... So how can I play exiled cards?
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by Kithkin » 19 Aug 2014, 09:31
Cards exiled with Nightveil Specter are stacked under it. Zoom in and you will notice.TQP wrote:Hey, guys, can someone answer?
In my experience it takes too long before being able to use these exiled cards, because you need the appropriate mana first. If you happen to exile one, it will be stacked under Nightveil Specter. Cast it from there (one mana card per turn). Did you try to manually cast mana? You need the Manual Mana Functions (see first post) for that.
Did you use Nightveil Specter against black and/or blue decks? Should be working fine.
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by TQP » 19 Aug 2014, 20:13
"If you happen to exile one, it will be stacked under Nightveil Specter."Kithkin wrote:Cards exiled with Nightveil Specter are stacked under it. Zoom in and you will notice.TQP wrote:Hey, guys, can someone answer?
In my experience it takes too long before being able to use these exiled cards, because you need the appropriate mana first. If you happen to exile one, it will be stacked under Nightveil Specter. Cast it from there (one mana card per turn). Did you try to manually cast mana? You need the Manual Mana Functions (see first post) for that.
Did you use Nightveil Specter against black and/or blue decks? Should be working fine.
Yeap, they stacked under Specter.
"one mana card per turn"
Yeap, I know this rule.
I zome exiled card, and try to cast it, and nothing happens when i click on abbility to cast.
"Did you use Nightveil Specter against black and/or blue decks? Should be working fine."
Hm, ill try. But I think I already tried this matchups, and cant cast any cards from exiled zone (but didnt try to manually tap mana for them 100%).
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by Necropotence » 20 Aug 2014, 05:18
someone can help me? i need this cards:
Blighted Agent
Glistener Elf
Noble Hierarch
Inkmoth Nexus
Windswept Heath
Berserk
Crop Rotation
Might of Old Krosa
Spell Pierce
Vines of Vastwood
From Now, Thanks!
Blighted Agent
Glistener Elf
Noble Hierarch
Inkmoth Nexus
Windswept Heath
Berserk
Crop Rotation
Might of Old Krosa
Spell Pierce
Vines of Vastwood
From Now, Thanks!
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by Evalis » 09 Sep 2014, 16:06
So flamespeaker adept is bugged .. slightly. Each instance of scrying does not boost it's offensive stats. Like.. titan strength + magma jet should give +2/0 twice.
Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by Evalis » 12 Sep 2014, 20:26
Okay after further testing it actually appears the cards that had problems were strength of stone and magma jet. However, neither of these cards in your version works incorrectly. So.. yay.
Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by NeoAnderson » 12 Sep 2014, 21:16
Flamespeaker Adept works if you use it combined with cards that are using the firemind Scry functions.
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by Evalis » 13 Sep 2014, 17:35
Found a couple bugs with gyre sage. The first is probably not fixable other than letting the player activate the ability, but the game treats the gyre sage as last priority for tapping to gain mana, regardless if tapping it would give all the mana required to cast the spell.
Example: Four untapped lands and a sage with 3 counters. For a 3 mana spell, The game will let you 'tab' to select the gyre sage, but only if you also use 2 land.
The second problem is that mana is not added to the pool when using the sage, but instead added to the ability or spell in question and then disappears after use.
Also I 'think' the fathom mage was coded into your 2013 decks.. anyhoo, the fathom mage does not grant cards when entering with +1/+1 counters from the biomancer. This might be an issue with the biomancer not the fathom mage. I'll try testing some other things to see.
Edit: Okay it's definately the fathom mage. It doesn't seem to check if counters are added on entry.
Example: Four untapped lands and a sage with 3 counters. For a 3 mana spell, The game will let you 'tab' to select the gyre sage, but only if you also use 2 land.
The second problem is that mana is not added to the pool when using the sage, but instead added to the ability or spell in question and then disappears after use.
Also I 'think' the fathom mage was coded into your 2013 decks.. anyhoo, the fathom mage does not grant cards when entering with +1/+1 counters from the biomancer. This might be an issue with the biomancer not the fathom mage. I'll try testing some other things to see.
Edit: Okay it's definately the fathom mage. It doesn't seem to check if counters are added on entry.
Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by RiiakShiNal » 14 Sep 2014, 00:38
That Gyre Sage was probably made using MANA_ABILITYs instead of the Manual Mana functions (or it's ACTIVATED_ABILITYs were shut down and it shifted to a back up ability) in which case this is a known problem with auto-tap MANA_ABILITYs which is part of the reason why I developed the Manual Mana functions.Evalis wrote:Found a couple bugs with gyre sage. The first is probably not fixable other than letting the player activate the ability, but the game treats the gyre sage as last priority for tapping to gain mana, regardless if tapping it would give all the mana required to cast the spell.
Example: Four untapped lands and a sage with 3 counters. For a 3 mana spell, The game will let you 'tab' to select the gyre sage, but only if you also use 2 land.
The second problem is that mana is not added to the pool when using the sage, but instead added to the ability or spell in question and then disappears after use.
Just getting started: Xander9009's DotP 2014 Community Wad
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Re: 【01/03/14】DotP2014 DLC - Theros v9.1
by sumomole » 14 Sep 2014, 10:33
Fathom Mage in 2013 mod is buged, there is a correct one in this mod. don't use any card in 2013 mod if it also exists in this mod or other mods that made by other modders, 2013 mod is too old and I won't go to update it.Evalis wrote:Found a couple bugs with gyre sage. The first is probably not fixable other than letting the player activate the ability, but the game treats the gyre sage as last priority for tapping to gain mana, regardless if tapping it would give all the mana required to cast the spell.
Example: Four untapped lands and a sage with 3 counters. For a 3 mana spell, The game will let you 'tab' to select the gyre sage, but only if you also use 2 land.
The second problem is that mana is not added to the pool when using the sage, but instead added to the ability or spell in question and then disappears after use.
Also I 'think' the fathom mage was coded into your 2013 decks.. anyhoo, the fathom mage does not grant cards when entering with +1/+1 counters from the biomancer. This might be an issue with the biomancer not the fathom mage. I'll try testing some other things to see.
Edit: Okay it's definately the fathom mage. It doesn't seem to check if counters are added on entry.
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Re: 【25/09/14】DotP2014 DLC v9.4
by Xander9009 » 17 Oct 2014, 04:49
Hey sumo. While coerrecting a few of your cards (just making them working with normal manual mana and leaving your version in as well), I noticed the function S_ReplaceColorless(0, 0). What's it do? I decided to see what it does myself, but I have no idea what I'm looking at. I could probably figure out what it's doing, but it's SO long it would probably take me a LONG time. Also, it appears this is something which will need updated as new cards are released and added. If so, what, in general, do that actual list of card names do, and what kinds of cards are exceptions that need handled individually? I can automate the majority of the process, I imagine, but only if I know what it's doing.
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Re: 【25/09/14】DotP2014 DLC v9.4
by sumomole » 17 Oct 2014, 13:34
in 2014, the colorless mana will be used first, it causes the activated abilities on some cards, just like Mutavault and Mind Stone, can't be used, so I need to replace it with a colored mana. this function is used to determine which color is not being used in a duel. if you want to make these cards working with manual mana, you don't need care this code, del it.Xander9009 wrote:Hey sumo. While coerrecting a few of your cards (just making them working with normal manual mana and leaving your version in as well), I noticed the function S_ReplaceColorless(0, 0). What's it do? I decided to see what it does myself, but I have no idea what I'm looking at. I could probably figure out what it's doing, but it's SO long it would probably take me a LONG time. Also, it appears this is something which will need updated as new cards are released and added. If so, what, in general, do that actual list of card names do, and what kinds of cards are exceptions that need handled individually? I can automate the majority of the process, I imagine, but only if I know what it's doing.
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Re: 【25/09/14】DotP2014 DLC v9.4
by Xander9009 » 17 Oct 2014, 14:30
Ah, ok. Thank you.sumomole wrote:in 2014, the colorless mana will be used first, it causes the activated abilities on some cards, just like Mutavault and Mind Stone, can't be used, so I need to replace it with a colored mana. this function is used to determine which color is not being used in a duel. if you want to make these cards working with manual mana, you don't need care this code, del it.
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Re: 【25/09/14】DotP2014 DLC v9.4
by Xander9009 » 23 Oct 2014, 02:09
Dramatic Rescue is misnamed. The card has the name Soul Ransom.
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