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06/02/12 DOTP2012 Starting my custom pack
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06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 06 Feb 2012, 15:53
Hi,
I've been reading this forum for about a month. Tried the custom content available here, and loved it.
And last week got a deck together. It still needs some fine tuning (for example, the name that appears in the game i can't change it)
Anyway, here's the link:
http://www.mediafire.com/?b0dv5af5varj1qb
Any ideas/problems found, pls let me now.
I've been working on another deck, but having trouble with kiki-jiki and spellskite.
On kiki-jiki, i can't use clone or tokenbrain (i think) cause its kiki-jiki that targets the card, not the token. So i haven't figured out how to pass the targetcard to the token.
Btw. Are cards for dotp compatible with dotp2012? If not, maybe we should make a repository for 2012...
07/02/12 - Added another deck:
http://www.mediafire.com/?pgq56saz1q2kt0p
Now contains:
-Boros Landfall - Red/White
-Prime Knight - White
There's a small problem with "Otherworldly Journey" i used from another pack but get a message when i exit the game.
Thanks
I've been reading this forum for about a month. Tried the custom content available here, and loved it.
And last week got a deck together. It still needs some fine tuning (for example, the name that appears in the game i can't change it)
Anyway, here's the link:
http://www.mediafire.com/?b0dv5af5varj1qb
Any ideas/problems found, pls let me now.
I've been working on another deck, but having trouble with kiki-jiki and spellskite.
On kiki-jiki, i can't use clone or tokenbrain (i think) cause its kiki-jiki that targets the card, not the token. So i haven't figured out how to pass the targetcard to the token.
Btw. Are cards for dotp compatible with dotp2012? If not, maybe we should make a repository for 2012...
07/02/12 - Added another deck:
http://www.mediafire.com/?pgq56saz1q2kt0p
Now contains:
-Boros Landfall - Red/White
-Prime Knight - White
There's a small problem with "Otherworldly Journey" i used from another pack but get a message when i exit the game.
Thanks
Last edited by sadlyblue on 07 Feb 2012, 13:57, edited 1 time in total.
Re: 06/02/12 DOTP2012 Starting my custom pack
by Vavali » 07 Feb 2012, 04:43
This might sound like a noob question, and I tried looking around a little bit, but how do you start making your own custom deck? What files do I need specifically? I'm sure this is the wrong place to ask, but if I can be given the answer, or just be pointed to the right direction I'd really appreciate it.
Re: 06/02/12 DOTP2012 Starting my custom pack
by thefiremind » 07 Feb 2012, 09:23
I still think the best way to start is to use Deck Editor Revised for editing:Vavali wrote:This might sound like a noob question, and I tried looking around a little bit, but how do you start making your own custom deck? What files do I need specifically? I'm sure this is the wrong place to ask, but if I can be given the answer, or just be pointed to the right direction I'd really appreciate it.
viewtopic.php?f=62&t=5369
and Casper's DLC as a fresh DLC to edit:
viewtopic.php?f=63&t=5076
The clone mechanic implemented with the "tokenbrain" is needed because a card that already exists has some problems when it must copy something else, but Kiki-Jiki just puts a token into the battlefield, so it's much easier to do. Try looking at the code of the scheme "Ignite the Cloneforge!", it should be a good start. You just have to tweak the target determination and add the remove at end of turn.sadlyblue wrote:On kiki-jiki, i can't use clone or tokenbrain (i think) cause its kiki-jiki that targets the card, not the token. So i haven't figured out how to pass the targetcard to the token.
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Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 07 Feb 2012, 13:37
It's easy to copy a creature a put a token in play. The problem is to add the haste and sacrifice at the end of turn. I tried using the add characteritic, but it should be in a continous action. So it doesn't work.thefiremind wrote:The clone mechanic implemented with the "tokenbrain" is needed because a card that already exists has some problems when it must copy something else, but Kiki-Jiki just puts a token into the battlefield, so it's much easier to do. Try looking at the code of the scheme "Ignite the Cloneforge!", it should be a good start. You just have to tweak the target determination and add the remove at end of turn.
The only way i think of doing it, but don't know the code is to put a token in place that has haste and sacrifice at the end of turn and would copy the card from kiki-jiki. The problem is how do i get what's the target card for the token from kiki-jiki.
If anyone could, pls help...
Thanks
Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 23 Feb 2012, 15:51
Here's a new update.
Download: http://www.mediafire.com/?8cfxgxezi3wc8iw
Now includes:
Boros landfall
Frites
Infectious
Prime Knight
Tree of Life
Just having trouble with a few cards:
Tracker's Instincts - Can't make the choice limited to a creature, but if you choose anything else will put all in graveyard.
Timber Protector - Can't make forests indestructible.
Lignify - Triggered abilities still trigger. At least sometimes.
If you can't make then work correctly, pls let me now.
On another note, flashback works, and persist also works (undying is almost the same code, just change the counter type).
Download: http://www.mediafire.com/?8cfxgxezi3wc8iw
Now includes:
Boros landfall
Frites
Infectious
Prime Knight
Tree of Life
Just having trouble with a few cards:
Tracker's Instincts - Can't make the choice limited to a creature, but if you choose anything else will put all in graveyard.
Timber Protector - Can't make forests indestructible.
Lignify - Triggered abilities still trigger. At least sometimes.
If you can't make then work correctly, pls let me now.
On another note, flashback works, and persist also works (undying is almost the same code, just change the counter type).
Re: 06/02/12 DOTP2012 Starting my custom pack
by thefiremind » 23 Feb 2012, 18:58
Did you try to destroy a forest? I made Timber Protector and the forests can be indestructible, it's the badge that just doesn't appear.sadlyblue wrote:Timber Protector - Can't make forests indestructible.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
- Posts: 3515
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Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 23 Feb 2012, 19:20
I didn't tried to destroy it.
But since the badge didn't appear i assumed it didn't work. Lost several hours trying for it to show. lol
Thanks
But since the badge didn't appear i assumed it didn't work. Lost several hours trying for it to show. lol
Thanks
Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 24 Feb 2012, 13:21
You'll need Gibbed tools and Wad manager, to pack and unpack the wad.
I had to use both, because some wad crashed with one but not the other...
Also, read http://www.slightlymagic.net/forum/viewtopic.php?f=62&t=5369 to get an idea how to use the deck editor. Also, the forum has a lot of help and info. (Thanks to the pioneers that started making this game better, and to those that keep making new content)
You'll need to import the cards that already exist (unpacked from the wads)
Start a new dlc with a number not used by any other user so far (i used 5555)
Try creating a deck with those cards. And use the send command to include in the game folder.
After that, just start making your own cards. You can use code from some cards to make others that are similar. All its all a little programming and trial and error.
Looking forward to play with your decks
If you need help coding some cards, just use the forum. But start with some simple ones.
I still have a lot of difficulties coding some cards, and some just can't be coded with the functions available for now. But its a lot of fun to play with new decks...
I had to use both, because some wad crashed with one but not the other...
Also, read http://www.slightlymagic.net/forum/viewtopic.php?f=62&t=5369 to get an idea how to use the deck editor. Also, the forum has a lot of help and info. (Thanks to the pioneers that started making this game better, and to those that keep making new content)
You'll need to import the cards that already exist (unpacked from the wads)
Start a new dlc with a number not used by any other user so far (i used 5555)
Try creating a deck with those cards. And use the send command to include in the game folder.
After that, just start making your own cards. You can use code from some cards to make others that are similar. All its all a little programming and trial and error.
Looking forward to play with your decks
If you need help coding some cards, just use the forum. But start with some simple ones.
I still have a lot of difficulties coding some cards, and some just can't be coded with the functions available for now. But its a lot of fun to play with new decks...
Re: 06/02/12 DOTP2012 Starting my custom pack
by CWheezy » 24 Feb 2012, 17:53
Frites Infections, and tree of life all crash in archenemy mode, when you are the archenemy
Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 24 Feb 2012, 19:36
Thanks for letting me know.CWheezy wrote:Frites Infections, and tree of life all crash in archenemy mode, when you are the archenemy
Maybe because i forgot to set the scheme deck.
Will update it when i can (maybe tomorrow)
Re: 06/02/12 DOTP2012 Starting my custom pack
by nabeshin » 24 Feb 2012, 19:46
look in code of my Sudden Spoiling , for this layer = 1 is the most important.sadlyblue wrote:Lignify - Triggered abilities still trigger. At least sometimes.
- Attachments
-
- SUDDEN_SPOILING_113525.rar
- (111.29 KiB) Downloaded 521 times
Re: 06/02/12 DOTP2012 Starting my custom pack
by ravemotion » 26 Feb 2012, 09:11
The land, Inkmoth Nexus doesn't gain flying when activated to a creature
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Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 26 Feb 2012, 12:51
My mistake...ravemotion wrote:The land, Inkmoth Nexus doesn't gain flying when activated to a creature
Will solve at next release.
Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 09 Mar 2012, 10:43
Another update:
http://www.mediafire.com/?m96ia751zenm5md
Fixed:
Inkmoth nexus
Configured the scheme decks (hope i didn't forget any)
Added decks:
Splinter twin
Elf alarm (this one maybe needs a tweak, its based on an old favorite of mine)
For the record, i'm just a little upset it's impossible to code planeswalker and other functions correctly. Still love this better than the alternatives (mainly due to the graphics of course), but its a little limited.
http://www.mediafire.com/?m96ia751zenm5md
Fixed:
Inkmoth nexus
Configured the scheme decks (hope i didn't forget any)
Added decks:
Splinter twin
Elf alarm (this one maybe needs a tweak, its based on an old favorite of mine)
For the record, i'm just a little upset it's impossible to code planeswalker and other functions correctly. Still love this better than the alternatives (mainly due to the graphics of course), but its a little limited.
Re: 06/02/12 DOTP2012 Starting my custom pack
by sadlyblue » 23 Mar 2012, 22:07
Hi,
Time for a new update:
http://www.mediafire.com/?3u3jd1n2vrci8me
I added 3 more decks:
- Tempered Virtue (quite simple white artifact/token weenie)
- Modern Eminent Domain (a blue and red control deck)
- Land Crushing (a blue, red and green land deck)
Life from a Loam crashes the game at the end of the match. Couldn't find the error. If you have a working one, or know were the error is, pls let me know.
Thanks
Time for a new update:
http://www.mediafire.com/?3u3jd1n2vrci8me
I added 3 more decks:
- Tempered Virtue (quite simple white artifact/token weenie)
- Modern Eminent Domain (a blue and red control deck)
- Land Crushing (a blue, red and green land deck)
Life from a Loam crashes the game at the end of the match. Couldn't find the error. If you have a working one, or know were the error is, pls let me know.
Thanks
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