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[08-01-2012] DOTP 2013 Community DLC MOD Released

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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby kevlahnota » 02 Aug 2012, 11:55

you can try using Theta version, I know thefiremind posted it somewhere.

if you can't find your saves, try looking at the Hive Cluster folder:
ex:

C:\Users\[yourname]\AppData\Roaming\Hive Cluster
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby Zambooo » 02 Aug 2012, 11:57

I know everyone is writing the same thing, but the MOD isn't compatible with the Firemind's one, although you won't be able to unlock the standard Decks now... only the decks of the mod works fine now (unlock, etc.)...
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 02 Aug 2012, 12:07

A rule that should be followed by all custom decks, courtesy of RiiakShiNal: add a (dummy) promo unlock XML, this will fix the locked cards number and maybe will fix other bugs, too. Something like this:
Code: Select all
<UNLOCKS uid="1999301" deck_uid="199901" content_pack="0" game_mode="2">
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="100" unlockOrderId="0" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="101" unlockOrderId="1" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="102" unlockOrderId="2" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="103" unlockOrderId="3" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="104" unlockOrderId="4" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="105" unlockOrderId="5" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="106" unlockOrderId="6" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="107" unlockOrderId="7" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="108" unlockOrderId="8" quantity="1" />
  <CARD name="JAYEMDAE_TOME_276818#" deckOrderId="109" unlockOrderId="9" quantity="1" />
</UNLOCKS>
Since there are no promo codes for our custom decks, those cards will never be unlocked, but the game sees them and acts accordingly.

(Why Jayemdae Tome? Because it's colorless and rare, I think you can write whichever card you want)
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby Zambooo » 02 Aug 2012, 12:34

To unlock the promo cards in any decks you just need to set game_mode="2" to game_mode="0", there's no need of promo codes (in fact I didn't understand why in this mod the added return to ravnica DCL hadn't got the promos >.>)

PS: ah and I wanted to write that even deleting the APPID_LINKING you'll have problem saving the changes to the firemind's Decks
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 02 Aug 2012, 12:45

Zambooo wrote:To unlock the promo cards in any decks you just need to set game_mode="2" to game_mode="0", there's no need of promo codes
That's good to know, but the dummy promo XML that I was talking about isn't meant to be unlocked, it just corrects a bug in the custom decks. You can add shiny foil cards to the usual unlocks if you want to, by adding "#" to the card name, but a promo XML must exist anyway.

EDIT: I just received this PM:
Almeida wrote:hey man ... th lilianas caress not trigger
I think that the check for the trigger should be on TriggerObject():GetPlayer() instead of TriggerPlayer() because if I look at Obstinate Baloth, it seems that TriggerPlayer() is the controller of the effect that caused the discard.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby zerlu » 03 Aug 2012, 00:54

Hi,kevlahnota,can you Separated the D12 deck pack from your wad? My Chinese friend sumo also have finished that work and I want's to use his sideboard to make this D12 Mod more interesting.I afraid my integrate MOD with both your and sumo's D12 deck will Conflict with your wad,so can you release your MOD with a new way--one is your finished D12 mode and the other is your own updating decks,Thank you!
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby Vavali » 03 Aug 2012, 02:05

By the way, this may not be the place to ask this, but since it's in this latest version of the mod, I was wondering how it was that you were able to add the 5 Ravnica DLC decks? I know for a fact that they're already in the game, since even in the 360 version you are able to use the enchantment one.
Are there promo codes to unlock them? Just curious. :p
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby kevlahnota » 03 Aug 2012, 02:35

zerlu wrote:Hi,kevlahnota,can you Separated the D12 deck pack from your wad? My Chinese friend sumo also have finished that work and I want's to use his sideboard to make this D12 Mod more interesting.I afraid my integrate MOD with both your and sumo's D12 deck will Conflict with your wad,so can you release your MOD with a new way--one is your finished D12 mode and the other is your own updating decks,Thank you!
They are already separated. If you look at the Appid_linking text, you can find the Id. ex:

[D12SORIN]
888 <- get this ID
97314
97315

edit Deck_0888_ST.WAD to your liking.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby drleg3nd » 03 Aug 2012, 03:47

this might be much but until the whole unlocking problem is fixed,can everyone just put 60 cards in the decks and avoid unlocks unter further notice ?
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby drleg3nd » 03 Aug 2012, 03:57

another idea, kev or any other modder with no problems with unlocks, can you link a folder of your magic game so maybe everyone will be on the same page.Easiest thing i can think of for modders and non modders(such as myself) with messing with any codes or anything like that. what you guys think ?
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby zerlu » 03 Aug 2012, 04:47

Thank you!
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby sadlyblue » 03 Aug 2012, 21:28

drleg3nd wrote:this might be much but until the whole unlocking problem is fixed,can everyone just put 60 cards in the decks and avoid unlocks unter further notice ?
I have to agree.
I appreciate all the decks that have been done and all the time spent... and the idea of unlocks is cool and motivates us to play more with the decks.
But it's kind of annoying to unlocks decks and cards only to have them locked again, either when i restart the game, or even when someone launches a new release.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RolandHazoto » 04 Aug 2012, 15:59

Card Bug Report:
Wall of Souls, Souls of the Faultless, and Wall of Essence do not work properly. (Their effects do not seem to work at all.)
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby thefiremind » 04 Aug 2012, 16:46

RolandHazoto wrote:Card Bug Report:
Wall of Souls, Souls of the Faultless, and Wall of Essence do not work properly. (Their effects do not seem to work at all.)
It must be a problem of the trigger that kev used. I had a similar problem when I made Souls of the Faultless in DotP2012, so I know what to do. I'll fix those.
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Re: [08-01-2012] DOTP 2013 Community DLC MOD Released

Postby RolandHazoto » 04 Aug 2012, 18:56

thefiremind wrote:
RolandHazoto wrote:Card Bug Report:
Wall of Souls, Souls of the Faultless, and Wall of Essence do not work properly. (Their effects do not seem to work at all.)
It must be a problem of the trigger that kev used. I had a similar problem when I made Souls of the Faultless in DotP2012, so I know what to do. I'll fix those.
hmm. Sweet! A note: Souls of the Faultless was in a 2012 dlc pack, if that helps at all. (as was the other cards mentioned, they were members of the Dark Heavens deck.)
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