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Battle the Horde - Ready for debugging

PostPosted: 29 Jul 2016, 03:55
by schnautzr
Something I worked on a little while back and haven't had a chance to finish...

It's a mod that adds the Battle the Horde deck to the Constructed decklist.

BATTLE THE HORDE

NOTE: This mod is not yet fully playable...I need your help to fix the issues listed below!

This package is in two parts. Drop the AppData folder into your user profile directory. Drop the Forge folder wherever you installed Forge. This will add the necessary files to your installation to let you play Battle the Horde.

To play, you will need to start a constructed match against an AI opponent. Set the AI deck to "Battle the Horde", which will be listed under "Constructed Decks".

Bugs exist. Please feel free to modify the files to make it work better!

The following cards are known to be buggy and do not work properly:

*Consuming Rage
*Vitality Salve

And the following limitations are known:

*A dummy enchantment card called "Battle the Horde!" is included. It is needed in order to adjust the rules for this particular game.
*I haven't done anything to prevent the interface from asking if you want to go first or draw. I recommend selecting Play since I didn't hit Draw much when testing.

If you fix any of these issues yourself, please post back with the new files!

Re: Battle the Horde - Ready for debugging

PostPosted: 29 Jul 2016, 12:38
by friarsol
For Consuming Rage, it probably should be

SVar:EndOfCombat:DB$ DelayedTrigger | Mode$ Phase | Phase$ EndCombat | RememberObjects$ TriggeredAttacker | Execute$ TrigDestroy | TriggerDescription$ Destroy that creature at end of combat.
instead of

RememberObjects$ Targeted
since nothing is targeted.

Vitality Salve should be something like

T:Mode$ ChangesZone | Origin$ Any | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ RepeatEach | TriggerDescription$ Hero's Reward - When CARDNAME is put into a graveyard from anywhere, each player returns a creature card from his or her graveyard to the battlefield.
SVar:RepeatEach:DB$ RepeatEach | Cost$ 0 | RepeatPlayers$ Player.Opponent | RepeatSubAbility$ DBChangeZone
SVar:DBChangeZone:DB$ ChangeZone | ChangeType$ Creature.RememberedPlayerOwn | Hidden$ True | Origin$ Graveyard | Destination$ Battlefield
instead of it's second ability as you have it. In addition, the description of the first ability doesn't match it's Oracle text.

Re: Battle the Horde - Ready for debugging

PostPosted: 30 Jul 2016, 00:51
by schnautzr
friarsol wrote:Vitality Salve should be something like

T:Mode$ ChangesZone | Origin$ Any | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ RepeatEach | TriggerDescription$ Hero's Reward - When CARDNAME is put into a graveyard from anywhere, each player returns a creature card from his or her graveyard to the battlefield.
SVar:RepeatEach:DB$ RepeatEach | Cost$ 0 | RepeatPlayers$ Player.Opponent | RepeatSubAbility$ DBChangeZone
SVar:DBChangeZone:DB$ ChangeZone | ChangeType$ Creature.RememberedPlayerOwn | Hidden$ True | Origin$ Graveyard | Destination$ Battlefield
instead of it's second ability as you have it. In addition, the description of the first ability doesn't match it's Oracle text.
Perfect!

Edit: Realized I hadn't actually modified the Consuming Rage file before saying it didn't work...gonna test that now.

Re: Battle the Horde - Ready for debugging

PostPosted: 30 Jul 2016, 01:31
by schnautzr
Yup, the Consuming Rage suggestion didn't work. Nothing gets destroyed.

Re: Battle the Horde - Ready for debugging

PostPosted: 30 Jul 2016, 01:47
by friarsol
Hmm.. maybe -

SVar:Pump:DB$ Pump | Cost$ 0 | Defined$ TriggeredAttacker | NumAtt$ +2 | NumDef$ +0 | RememberPumped$ True | Execute$ EndOfCombat
SVar:EndOfCombat:DB$ DelayedTrigger | Mode$ Phase | Phase$ EndCombat | RememberObjects$ Remembered | Execute$ TrigDestroy | TriggerDescription$ Destroy that creature at end of combat.

Re: Battle the Horde - Ready for debugging

PostPosted: 30 Jul 2016, 03:09
by schnautzr
Still nothing.

Re: Battle the Horde - Ready for debugging

PostPosted: 30 Jul 2016, 03:16
by Hanmac
hey, shouldn't that be a "SubAbility$ EndOfCombat" in the Pump line?
"Execute" is only for Triggers.