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v1.1.3 - Deck-editor U key, monster slot order, post-duel Enter take 3

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@zersiax zersiax released this 28 Apr 23:04
· 66 commits to main since this release
edd341f

Patch release. Includes everything that was queued for v1.1.2 (which was pulled before going live) plus a new "set this deck as your active deck" hotkey and a couple of UX fixes from testing it.

New

  • U key in the deck editor sets the currently-open deck as your active/main deck. Routes through DeckEdit2ViewController.confirmSet() — the same entry point the in-editor "Use this deck" button calls — so the game's normal "This Deck is not set as active. Change your active Deck?" confirmation dialog fires and you confirm with Enter as usual. After confirming, the deck becomes the one Gate / PvP / etc. grab by default.

Fixes

  • Monster row no longer reads "1 of 3: Empty" when you only have one monster out. MonsterLocates reordered from {1, 2, 3} (spatial) to {2, 3, 1} (engine auto-place sequence). A single Normal Summon now reads "1 of 3: " instead of "2 of 3: " with an empty leftmost slot. Same change applies to opponent's monster row.
  • Ctrl+S in the deck editor saves again. The bare S (announce skill) handler was checked before Ctrl+S (save) and TryConsumeKeyDown ate the key first. Ctrl+S is now checked first; bare S is gated on !ctrlHeld.
  • Post-duel "Character Level" page advances on Enter. v1.1.1's fix searched only Selectables named NextButton…; the actual button on this Htjson page is named NextButton0 but isn't a Selectable — it's a plain Transform with a Button.onClick handler. v1.1.3 walks every descendant Transform (not just Selectables) and tries Button.onClick.Invoke() first before falling back to pointer events — same trick that fixed Htjson ButtonSet activation back in 2026-04-05.
  • Pressing U on a deck that's already your active deck no longer announces "Operation failed". The game's confirmSet throws NullReferenceException internally when called against the already-active deck (some "previous active deck" reference is null because there's nothing to swap). The mod now catches that specific exception and announces "Already your active deck" instead.
  • GoBack in the deck editor now logs what it does. Previously it ran silently — if back didn't navigate, you couldn't tell from the log whether the keypress reached us, what the top VC was, or what _vc.Mode was. The handler now logs entry, the top VC name, the editor MODE, and SendBack() completion. Diagnostic only — no behavior change.

Known issues (non-blocking)

  • The Extra Monster Zone (loc=6, used by Synchro/Xyz/Link/Fusion summons) is not a navigable column in the monster row. It still counts in the F-key field summary so EMZ activity is visible there and via summon announcements, but a player's own EMZ-summoned monster cannot be selected as an attacker via field nav for now.
  • Opening certain decks (e.g. Structure Decks like "Blue-Eyes" before they're built) reads as "0 in main deck, 0 in extra deck, 0 in collection" because the editor opens in a non-default MODE we don't yet handle. The new GoBack log will help us identify which mode this is. Tracked for a future release.
  • Tribute summon EmotionalList may still re-prompt with multi-material tributes; diagnostic log lines (EmoCard[visual=N, itemIdx=M]) will pinpoint whether it's an order mismatch or a multi-select detection issue.

Install

  1. Install MelonLoader v0.7.3 Open-Beta against dlpc.exe (Yu-Gi-Oh! Duel Links on Steam). Launch once so MelonLoader generates its assemblies, then close it.
  2. Extract the zip directly into your Duel Links install folder. DuelLinksAccess.dll lands in Mods\, Tolk.dll and nvdaControllerClient64.dll land in the game root next to dlpc.exe. Replaces the v1.1.0 / v1.1.1 DLL if present.
  3. Launch. You should hear "Duel Links Access loaded. F1 for help."

If your screen reader is something other than NVDA, swap nvdaControllerClient64.dll for the controller client matching your reader.

See README.md (bundled in the zip) for the full key bindings and the Home / Duel World screen guide.