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2013




[08-01-2012] DOTP 2013 Community DLC MOD Released
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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V3 Core Update
by Maneman » 21 Jul 2012, 07:14
Awesome update. Always a fan, even though I just lurk.
Also I'm absolutely in love with the G/B Pact deck on the campaign. Any chance the encounter decks will be unlocked for play?
Also I'm absolutely in love with the G/B Pact deck on the campaign. Any chance the encounter decks will be unlocked for play?
Re: [07-21-2012] DOTP 2013 Custom DLC MOD V3 Core Update
by kevlahnota » 21 Jul 2012, 10:43
thanks.Maneman wrote:Awesome update. Always a fan, even though I just lurk.
Also I'm absolutely in love with the G/B Pact deck on the campaign. Any chance the encounter decks will be unlocked for play?
yes the encounter decks will be available as unlockable deck on the next update with their card unlocks, also with the revenge decks.

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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V3 Core Update
by thefiremind » 22 Jul 2012, 00:08
I won all the duels of your campaign quite easily... until I got to the Treefolk deck! It took me a lot of tries before winning. Too bad Leaf-Crowned Elder doesn't work, and SCRIPT_LOG.TXT says:
EDIT: In the core cards, TestAny is used for Grindstone, but it's called from GetColour. I would find it unbelievable if they suppressed all the other possible uses of TestAny.
- Code: Select all
[lua] [string "LEAFCROWNED_ELDER_888152682_TITLE (RESOLUTION_TIME_ACTION) [1936]"]:4: attempt to call method 'TestAny' (a nil value)
EDIT: In the core cards, TestAny is used for Grindstone, but it's called from GetColour. I would find it unbelievable if they suppressed all the other possible uses of TestAny.

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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V3 Core Update
by kevlahnota » 22 Jul 2012, 03:15
thanks for report, now I tried a different method and it seems that when we get subtypes it returns a table instead of string. here's my initial testthefiremind wrote:I won all the duels of your campaign quite easily... until I got to the Treefolk deck! It took me a lot of tries before winning. Too bad Leaf-Crowned Elder doesn't work, and SCRIPT_LOG.TXT says:I don't know why... TestAny is still listed as an available function. Maybe it must be used in a different way in DotP2013?
- Code: Select all
[lua] [string "LEAFCROWNED_ELDER_888152682_TITLE (RESOLUTION_TIME_ACTION) [1936]"]:4: attempt to call method 'TestAny' (a nil value)
EDIT: In the core cards, TestAny is used for Grindstone, but it's called from GetColour. I would find it unbelievable if they suppressed all the other possible uses of TestAny.
- Code: Select all
local spell = EffectDC():Get_Targets(0):Get_CardPtr(0)
local player = EffectController()
if ( spell ~= nil ) then
local effectSourceSubtypes = Object():GetSubType()
local spellSubtypes = spell:GetSubType()
local found = 0
local word = nil
for word in string.gmatch(spellSubtypes, "%a+") do
if string.find(effectSourceSubtypes,word) ~= nil then
found = found + 1
end
end
if found ~= 0 then
if spell:CanBePlayed( player ) then
spell:PlayFreeFromAnywhere( player )
end
end
end
- Code: Select all
bad argument #1 to 'gmatch' (string expected, got table)
[lua]

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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by kevlahnota » 22 Jul 2012, 07:14
v4 fixes Leaf-Crowned Elder and Treefolk Harbinger. Just overwrite Data_DLC_0999.WAD
the additional unlocks are not yet ready so...
the additional unlocks are not yet ready so...

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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by paugru » 22 Jul 2012, 16:41
Hi Kev, I've encountered something weird /no pun intended:
Playing Gideon in the Wayback campaing, the situation is as follows:
Gideon has 2x Ancient Den, 1x Bone Saw, 1x Puresteel Paladin and 1x Mother of Runes.
I'm playing Dark Jace and only have 1x Island and 1x Jace's Phantasm on the field.
For Gideon, equiping costs 0 because of having Puresteel Paladin and 3 artifacts.
The AI now switches equipment in infinite cycles between Puresteel Paladin and Mother of Runes. I guess this is more of an AI issue and has not so much to do with your DLC..
Playing Gideon in the Wayback campaing, the situation is as follows:
Gideon has 2x Ancient Den, 1x Bone Saw, 1x Puresteel Paladin and 1x Mother of Runes.
I'm playing Dark Jace and only have 1x Island and 1x Jace's Phantasm on the field.
For Gideon, equiping costs 0 because of having Puresteel Paladin and 3 artifacts.
The AI now switches equipment in infinite cycles between Puresteel Paladin and Mother of Runes. I guess this is more of an AI issue and has not so much to do with your DLC..
Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by thefiremind » 22 Jul 2012, 18:13
That's an AI issue but it could be worked around by making a Puresteel Paladin that gives an "Equip
" ability with a "per_turn_limit". If I'm not mistaken, Puresteel Paladin is only used inside a challenge in the base game, so the developers probably never tested the card under AI's control.

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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by Vavali » 22 Jul 2012, 23:43
Hey Kev, thanks again for all your work - getting v4 right now, and looking forward to the encounter decks you made in the future updates (the Grave Titan deck is almost the same as one I have in person) after now beating your campaign.
Regarding the Wielding Steel deck though, I don't know if it's just me, but maybe it would be better if you substituted a few of the Bone Saw and Flayer Husk for maybe a War & Peace and Body & Mind and Light & Shadow... Maybe Argentum Armor, Basilisk Collar, Moonsilver Spear...
Unless of course, you plan on making a different equipment deck in the near future, which would be awesome as well.
Anyway, just a suggestion. Thanks again!
Regarding the Wielding Steel deck though, I don't know if it's just me, but maybe it would be better if you substituted a few of the Bone Saw and Flayer Husk for maybe a War & Peace and Body & Mind and Light & Shadow... Maybe Argentum Armor, Basilisk Collar, Moonsilver Spear...
Unless of course, you plan on making a different equipment deck in the near future, which would be awesome as well.
Anyway, just a suggestion. Thanks again!
Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by kevlahnota » 23 Jul 2012, 00:22
hmmm that infinite cycle never occured to me, there must be something. In my experience modding Dotp from wayback 2010, some cards affects other cards which causes the decision making of AI. I remember that when I tried to compile all the mods in DOTP 2010 and changed/revised a lot of card codes.paugru wrote:Hi Kev, I've encountered something weird /no pun intended:
Playing Gideon in the Wayback campaing, the situation is as follows:
Gideon has 2x Ancient Den, 1x Bone Saw, 1x Puresteel Paladin and 1x Mother of Runes.
I'm playing Dark Jace and only have 1x Island and 1x Jace's Phantasm on the field.
For Gideon, equiping costs 0 because of having Puresteel Paladin and 3 artifacts.
The AI now switches equipment in infinite cycles between Puresteel Paladin and Mother of Runes. I guess this is more of an AI issue and has not so much to do with your DLC..
anyway, when I face Gideon, when puresteel paladin is in play with metalcraft enabled, the AI will equip all the equipment to its best attacker with evasion, attacks if able, then put all equipment to another creature if any for blockers then pass the turn.
I'll try to observe first... thanks for the report.
Last edited by kevlahnota on 23 Jul 2012, 00:30, edited 1 time in total.
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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by kevlahnota » 23 Jul 2012, 00:25
I'm making card unlocks for the decks but its not top priority for now, thanks for the idea. I'll keep your suggestionsVavali wrote:Hey Kev, thanks again for all your work - getting v4 right now, and looking forward to the encounter decks you made in the future updates (the Grave Titan deck is almost the same as one I have in person) after now beating your campaign.
Regarding the Wielding Steel deck though, I don't know if it's just me, but maybe it would be better if you substituted a few of the Bone Saw and Flayer Husk for maybe a War & Peace and Body & Mind and Light & Shadow... Maybe Argentum Armor, Basilisk Collar, Moonsilver Spear...
Unless of course, you plan on making a different equipment deck in the near future, which would be awesome as well.
Anyway, just a suggestion. Thanks again!

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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by RiiakShiNal » 23 Jul 2012, 00:35
I'm not sure how it is in DotP 2012, but if you look at the default equip code in DotP 2013 most if not all has an AI re-equip exception in it which prevents the AI from trying to move a piece of equipment from one creature back to that creature. In games where my opponent only has out creatures that aren't attacking I frequently see the computer moving the equipment back and forth between 2 or 3 creatures (whether they are copies of the same creature or not) which may be due to the computer not seeing the currently equipped creature as a valid target to consider (if so then the AI has an issue which they should fix, but probably won't). If you take away the equip cost then an infinite loop actually becomes quite possible so a per-turn limit may be what is necessary to get around the problem with Puresteel Paladin (thefiremind's suggestion).kevlahnota wrote:hmmm That infinite cycle never occured to me at least for now, there must be something. In my experience modding Dotp from wayback 2010, some cards affects other cards which causes the decision making of AI. I remember that when I tried to compile all the mods in DOTP 2010 and changed/revised a lot of card codes.
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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by RolandHazoto » 24 Jul 2012, 16:26
All I can say is wow. Awesome work Kev. I had actually planned on porting all of the 2012 decks over, I was just gonna wait until DLC was released, in hopes that less cards would have to be done from scratch. But hell you already did a bunch of em!
Any chance of adding the Dark Heavens deck? I noticed you have the Dark Heavens deck as an encounter and I was wondering if there is a way to make it usable?
Twas my favorite deck from 2012 and certainly my most used. If not maybe I'll get around to porting it myself...
Your mod seems to work flawlessly with the Theta release, and I'd also like to point out 2 things that may confuse people:
1.) Be sure to download v2 and the v4 update. If you only download v4 the campaign won't work and you will be missing 10 decks.
2.) With the Theta release be sure to rename storm_api to steam_api and hex edit your exe searching for storm and replace with steam (there's only 1 entry)
Also worth mentioning, at least with Theta, if you have a clean save with no previous mods used, you do not have to delete your save file. (no need to re-unlock anything you may have already unlocked)
Last thing I'd like to say is that I love how you actually have the decks unlockable, instead of just having all the decks available from the gate.
All that being said, awesome work dood!
p.s.: please lemme know about Dark Heavens so I know if I should start working on it, thanks in advance.
Twas my favorite deck from 2012 and certainly my most used. If not maybe I'll get around to porting it myself...
Your mod seems to work flawlessly with the Theta release, and I'd also like to point out 2 things that may confuse people:
1.) Be sure to download v2 and the v4 update. If you only download v4 the campaign won't work and you will be missing 10 decks.
2.) With the Theta release be sure to rename storm_api to steam_api and hex edit your exe searching for storm and replace with steam (there's only 1 entry)
Also worth mentioning, at least with Theta, if you have a clean save with no previous mods used, you do not have to delete your save file. (no need to re-unlock anything you may have already unlocked)
Last thing I'd like to say is that I love how you actually have the decks unlockable, instead of just having all the decks available from the gate.
All that being said, awesome work dood!
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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by RolandHazoto » 24 Jul 2012, 18:36
Campaign Bug Report:
Gamepad users can't scroll through the various campaign sections. (i.e.: Can't scroll from Shandalar to Innistrad)
Normally this is accomplished by continually pressing right or left, or by using the triggers to jump from section to section.
Current Workaround:
The mouse can be used to select each section.
Gamepad users can't scroll through the various campaign sections. (i.e.: Can't scroll from Shandalar to Innistrad)
Normally this is accomplished by continually pressing right or left, or by using the triggers to jump from section to section.
Current Workaround:
The mouse can be used to select each section.
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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by roflheh » 24 Jul 2012, 20:25
Hey kevlahnota Love your mods Is Miracle possible to make in Dotp 2013? I would really love a deck using Revenge of the Hunted and Temporal Mastery?



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Re: [07-21-2012] DOTP 2013 Custom DLC MOD V4 Core Update
by kevlahnota » 25 Jul 2012, 00:07
thanks for the report but sadly I don't know how to bind gamepad keys, there is a lot to explore in DOTP 2013.RolandHazoto wrote:Campaign Bug Report:
Gamepad users can't scroll through the various campaign sections. (i.e.: Can't scroll from Shandalar to Innistrad)
Normally this is accomplished by continually pressing right or left, or by using the triggers to jump from section to section.
Current Workaround:
The mouse can be used to select each section.
Yes Miracle is possible because the DOTP 2013 engine has Interrogate_CardsDrawnThisTurn(player) function (as static check)roflheh wrote:Hey kevlahnota Love your mods Is Miracle possible to make in Dotp 2013? I would really love a deck using Revenge of the Hunted and Temporal Mastery?![]()

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