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2012




Thefiremind's DotP2012 DLC v9 (07/7/2012)
Moderator: CCGHQ Admins
Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 19 Apr 2012, 17:54
Thanks a lot Firemind,
I'll try to understand the language of edited cards. it's an algorithmic language, right ? I have a few little notion of programmation but to bad to understand the "card" language.
I'll try to understand the language of edited cards. it's an algorithmic language, right ? I have a few little notion of programmation but to bad to understand the "card" language.

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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 19 Apr 2012, 18:18
Sorry Firemind,
But the capacity of Scythe Specter doesn't always work. The card is surrounded by light after making damage and we wait the activation of the capacity but nothing happens and only the 4 damage of the card are done.
"Bizarre", you said "Bizarre" ?, as it's "bizarre" (Citation of a former great french actor "Louis Jouvet")
But the capacity of Scythe Specter doesn't always work. The card is surrounded by light after making damage and we wait the activation of the capacity but nothing happens and only the 4 damage of the card are done.

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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by thefiremind » 19 Apr 2012, 21:08
I tested the new version in an Archenemy match before attaching it here, and it worked. Can you describe me the scenario where it doesn't work? For example, is there an opponent with no cards in hand? Do you get an error on MOTHER.TXT about Scythe Specter when you close the game?elminster63500 wrote:Sorry Firemind,
But the capacity of Scythe Specter doesn't always work. The card is surrounded by light after making damage and we wait the activation of the capacity but nothing happens and only the 4 damage of the card are done."Bizarre", you said "Bizarre" ?, as it's "bizarre" (Citation of a former great french actor "Louis Jouvet")
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 20 Apr 2012, 05:26
Hi Firemind,
I played a Nyxathid deck in which 4 Scythe Specter are included. I played in campain archenemy mode against gideon-garruk-koth. I managed to have my Scythe Specter in turn 2 and in turn 3, i attacked Gideon (gideon has 3 cards, garruk 2 and koth 3) with it. No block from Gideon and so the Scythe Specter damaged him but his capacity didn't work. As i said before, the card is surrounded by light after damage is done but nothing after. No cards are discard from the opponents (so gideon has still 3 cards, garruk 2 cards and koth 3 cards for this example) : only the 4 damaged have been resulted.
But effectively, there is a thing that is strange. After leaving the game, there is a mother.txt file what is opened and two lines are repeated several times in it ! here there are:
[lua] [string "Scythe Specter_19991594_TITLE (RESOLUTION_TIME_ACTION)
[202AE160]"]:7: attempt to index global 'filter' (a nil value)
what does it mean ? I don't understand ! is the time action is "nulled" and so the capacity have no time to be activated ??

I played a Nyxathid deck in which 4 Scythe Specter are included. I played in campain archenemy mode against gideon-garruk-koth. I managed to have my Scythe Specter in turn 2 and in turn 3, i attacked Gideon (gideon has 3 cards, garruk 2 and koth 3) with it. No block from Gideon and so the Scythe Specter damaged him but his capacity didn't work. As i said before, the card is surrounded by light after damage is done but nothing after. No cards are discard from the opponents (so gideon has still 3 cards, garruk 2 cards and koth 3 cards for this example) : only the 4 damaged have been resulted.
But effectively, there is a thing that is strange. After leaving the game, there is a mother.txt file what is opened and two lines are repeated several times in it ! here there are:
[lua] [string "Scythe Specter_19991594_TITLE (RESOLUTION_TIME_ACTION)
[202AE160]"]:7: attempt to index global 'filter' (a nil value)
what does it mean ? I don't understand ! is the time action is "nulled" and so the capacity have no time to be activated ??

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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by thefiremind » 20 Apr 2012, 08:28
I expected this. You didn't use the fixed version at all.elminster63500 wrote:[lua] [string "Scythe Specter_19991594_TITLE (RESOLUTION_TIME_ACTION)
[202AE160]"]:7: attempt to index global 'filter' (a nil value)

That means that I didn't update the whole DLC just for one card: scroll down the first post to the end of it, and you'll see this:thefiremind wrote:You can find a fixed version of Scythe Specter attached to the first post.

Click on the link (not here, but on the first post, this is just a screenshot!), unzip the fixed XML file, and substitute it to the original.
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 20 Apr 2012, 08:56
Sorry, but it's exactly that i've done. The two downloads of this file have been made by me (take a look). I unzip and extract this file, put the card in dlc 1999 card repertory and replaced the former. I charged it to the deck editor, take it in my nyxathid deck and send content but no results. 

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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 20 Apr 2012, 09:09
This is the edited script of the file card (edited version - bloc note)
<?xml version='1.0'?>
<CARD_V2 custom="true">
<FILENAME text="SCYTHE_SPECTER_19991594" />
<CARDNAME text="SCYTHE_SPECTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Scythe Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spettro Falcato]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="19991594" />
<ARTID value="19991594" />
<FRAMECOLOUR name="B" />
<COLOUR value="B" />
<ARTIST name="Vincent Proce" />
<CASTING_COST cost="{4}{B}{B}" />
<TYPE metaname="Creature" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
<SUB_TYPE metaname="Specter" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
<EXPANSION value="CMD" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="4" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Badge_Set( BADGE_FLYING )
characteristics:FX_Set( SPECIAL_EFFECT_FLYING)
characteristics:CanOnlyBeBlockedBy_Set( EVASION_INDEX_FLYING )
characteristics:CanBlock_Set( EVASION_INDEX_FLYING )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY zone="InPlayAndPlayers">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest converted mana cost among cards discarded this way loses life equal to that converted mana cost.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lo Spettro Falcato infligge danno da combattimento a un giocatore, ogni avversario scarta una carta. Ogni giocatore che ha scartato una carta con il costo di mana convertito più alto tra le carte scartate in questo modo perde punti vita pari a quel costo di mana convertito.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
<TRIGGER value="CREATURE_DEALT_COMBAT_DAMAGE_TO_PLAYER" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local player = MTG():GetNthPlayer(n)
if player ~= nil and n < num_players then
if player:GetTeam() ~= Object():GetPlayer():GetTeam() then
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_HAND )
filter:SetPlayer( player )
filter:PlayerAntiHint( player )
player:ChooseTargetDC( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD", MTG():EffectDataChest():Make_Targets(n) )
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
MTG():EffectDataChest():Int_Set(MTG():GetNumberOfPlayers(), 0)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local player = MTG():GetNthPlayer(n)
if player ~= nil and n < num_players then
if player:GetTeam() ~= Object():GetPlayer():GetTeam() then
local targetDC = MTG():EffectDataChest():Get_Targets(n)
if targetDC ~= nil then
local target_card = targetDC:Get_NthCardPtr(0)
if target_card ~= nil then
local cost = target_card:GetConvertedManaCost()
MTG():EffectDataChest():Int_Set(n, cost)
if cost > MTG():EffectDataChest():Int_Get(num_players) then
MTG():EffectDataChest():Int_Set(num_players, cost)
end
target_card:Discard()
end
end
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local player = MTG():GetNthPlayer(n)
if player ~= nil and n < num_players then
if player:GetTeam() ~= Object():GetPlayer():GetTeam() then
local maxcost = MTG():EffectDataChest():Int_Get(num_players)
local cost = MTG():EffectDataChest():Int_Get(n)
if cost == maxcost then
player:LoseLife(cost)
end
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
<SFX text="GLOBAL_MASSACRE_ABILITY_RESOLVED_PLAY" />
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="Any" />
<SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
<?xml version='1.0'?>
<CARD_V2 custom="true">
<FILENAME text="SCYTHE_SPECTER_19991594" />
<CARDNAME text="SCYTHE_SPECTER" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Scythe Specter]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spettro Falcato]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="19991594" />
<ARTID value="19991594" />
<FRAMECOLOUR name="B" />
<COLOUR value="B" />
<ARTIST name="Vincent Proce" />
<CASTING_COST cost="{4}{B}{B}" />
<TYPE metaname="Creature" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
<SUB_TYPE metaname="Specter" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
<EXPANSION value="CMD" />
<RARITY metaname="R" />
<POWER value="4" />
<TOUGHNESS value="4" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local characteristics = Object():GetCurrentCharacteristics()
characteristics:Badge_Set( BADGE_FLYING )
characteristics:FX_Set( SPECIAL_EFFECT_FLYING)
characteristics:CanOnlyBeBlockedBy_Set( EVASION_INDEX_FLYING )
characteristics:CanBlock_Set( EVASION_INDEX_FLYING )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY zone="InPlayAndPlayers">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Scythe Specter deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the highest converted mana cost among cards discarded this way loses life equal to that converted mana cost.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta lo Spettro Falcato infligge danno da combattimento a un giocatore, ogni avversario scarta una carta. Ogni giocatore che ha scartato una carta con il costo di mana convertito più alto tra le carte scartate in questo modo perde punti vita pari a quel costo di mana convertito.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
<TRIGGER value="CREATURE_DEALT_COMBAT_DAMAGE_TO_PLAYER" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local player = MTG():GetNthPlayer(n)
if player ~= nil and n < num_players then
if player:GetTeam() ~= Object():GetPlayer():GetTeam() then
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_HAND )
filter:SetPlayer( player )
filter:PlayerAntiHint( player )
player:ChooseTargetDC( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD", MTG():EffectDataChest():Make_Targets(n) )
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
MTG():EffectDataChest():Int_Set(MTG():GetNumberOfPlayers(), 0)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local player = MTG():GetNthPlayer(n)
if player ~= nil and n < num_players then
if player:GetTeam() ~= Object():GetPlayer():GetTeam() then
local targetDC = MTG():EffectDataChest():Get_Targets(n)
if targetDC ~= nil then
local target_card = targetDC:Get_NthCardPtr(0)
if target_card ~= nil then
local cost = target_card:GetConvertedManaCost()
MTG():EffectDataChest():Int_Set(n, cost)
if cost > MTG():EffectDataChest():Int_Get(num_players) then
MTG():EffectDataChest():Int_Set(num_players, cost)
end
target_card:Discard()
end
end
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION repeating="1">
local n = MTG():GetActionRepCount()
local num_players = MTG():GetNumberOfPlayers()
local player = MTG():GetNthPlayer(n)
if player ~= nil and n < num_players then
if player:GetTeam() ~= Object():GetPlayer():GetTeam() then
local maxcost = MTG():EffectDataChest():Int_Get(num_players)
local cost = MTG():EffectDataChest():Int_Get(n)
if cost == maxcost then
player:LoseLife(cost)
end
end
return true
else
return false
end
</RESOLUTION_TIME_ACTION>
<SFX text="GLOBAL_MASSACRE_ABILITY_RESOLVED_PLAY" />
</TRIGGERED_ABILITY>
<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="Any" />
<SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by thefiremind » 20 Apr 2012, 09:15
Maybe I understood the problem this time. Deck Editor Revised keeps the cards in 2 places: one iselminster63500 wrote:Sorry, but it's exactly that i've done. The two downloads of this file have been made by me (take a look). I unzip and extract this file, put the card in dlc 1999 card repertory and replaced the former. I charged it to the deck editor, take it in my nyxathid deck and send content but no results.
- Code: Select all
rev\content\Data_DLC_1999_unpacked\DATA_DLC_1999\DATA_ALL_PLATFORMS\DATA_REQUIRED\CARDS
- Code: Select all
rev\data\cards
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 20 Apr 2012, 10:04
Yes, i make it but always no results. Bah, it doesn't matter.
Thanks for your time passed on the problem.

Thanks for your time passed on the problem.
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by thefiremind » 20 Apr 2012, 10:12
OK then let's try this: I attached to this post a fixed Scythe Specter with a different ID (19990594 instead of 19991594). Put it in your DLC rather than in my DLC, and use it in your deck. Let me know if it works.
- Attachments
-
SCYTHE_SPECTER_19990594.zip
- Scythe Specter with different ID
- (1.75 KiB) Downloaded 389 times
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by elminster63500 » 20 Apr 2012, 11:23
yes !!
It works fine !! It was just a problem of id !!
Thanks a lot !!
It works fine !! It was just a problem of id !!
Thanks a lot !!
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by Aborash » 20 Apr 2012, 18:19
Really nice decks as usual, good job.
I notice some bugs:
- Land Tax - Some kind of problem with the counter, I usually pick 2 lands, and only gives me 1.
- Luminarch Ascension - Still get the counter after take some trample dmg.
The inclusion of Blinding Angel is extremely nice if someone is planing to make a control deck.
I notice some bugs:
- Land Tax - Some kind of problem with the counter, I usually pick 2 lands, and only gives me 1.
- Luminarch Ascension - Still get the counter after take some trample dmg.
The inclusion of Blinding Angel is extremely nice if someone is planing to make a control deck.
Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by thefiremind » 20 Apr 2012, 18:54
Thanks for the feedback, I think I found the problems on both cards.Aborash wrote:- Land Tax - Some kind of problem with the counter, I usually pick 2 lands, and only gives me 1.
- Luminarch Ascension - Still get the counter after take some trample dmg.
For Land Tax, it's something I often forget to do when I make cards with multiple targets: if you mess with the targets without saving them in another structure, it's possible that the following targets get shifted back some positions, and the iteration misses them. So the targets must be saved aside.
For Luminarch Ascension, I was checking the presence of a key with the test function on nabeshin's storage... but test checks the presence of a value, not a key!

I attached fixed versions to the first post.
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by Mithrarian » 20 Apr 2012, 19:53
Firemind, you did a great work. Don't worry for the langagues. I only pointed it to help other with my same problem.
The easy solution is changing to english by steam site, then crack, then copy your great wad.
The easy solution is changing to english by steam site, then crack, then copy your great wad.
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Re: Thefiremind's DotP2012 DLC v3 (17/4/2012)
by Aborash » 21 Apr 2012, 06:07
Wou!, thanks for the ninja update, that was fast!!thefiremind wrote:Thanks for the feedback, I think I found the problems on both cards.Aborash wrote:- Land Tax - Some kind of problem with the counter, I usually pick 2 lands, and only gives me 1.
- Luminarch Ascension - Still get the counter after take some trample dmg.
For Land Tax, it's something I often forget to do when I make cards with multiple targets: if you mess with the targets without saving them in another structure, it's possible that the following targets get shifted back some positions, and the iteration misses them. So the targets must be saved aside.
For Luminarch Ascension, I was checking the presence of a key with the test function on nabeshin's storage... but test checks the presence of a value, not a key!
I attached fixed versions to the first post.
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