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Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.0

Postby ptisan35700 » 26 Mar 2012, 22:13

What does "ISD" from "ISD Vamps" stand for?

For that matter, what makes a deck "Cheesy" or "Weenie"?
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.0

Postby Eglin » 27 Mar 2012, 01:53

elminster63500 wrote:Hi Eglin,

You're right. I read the guide of deck editor (good explanations). I know to recuperate cards from existing dlc wad files (i have a problem to recuperate illustrations !) and with these cards, i'll know to create some pleasant decks. But i wish how to create cards. can you make me a guide how to create one (one existant card for example)step by step ? I wish to create Geist of Saint Traft card - Snapcaster Mage card and Delver of Secrets card to create the famous delverblade deck.

Actually, i tried to create a mix of isd vamp deck and bloody hunger deck to have the best of both.

Cheers
Good for you for giving it a shot! I really want to encourage others to start making and sharing their own decks, so I'll do anything possible to assist in the endeavor. I've updated the HOWTO on the WIKI to include every step you should need in sufficient detail and with lots of pictures. Give it a shot, and I bet you'll be cranking out your own decks in zero time.
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.0

Postby Eglin » 27 Mar 2012, 02:02

ptisan35700 wrote:What does "ISD" from "ISD Vamps" stand for?

For that matter, what makes a deck "Cheesy" or "Weenie"?
It's just an abbreviation for the Innistrad Block. Historically, each of the MTG sets has a three-letter abbreviation code.

Weenie Decks tend to have lots of efficient but cheap-to-cast creatures. For some history on the archtype, check out Dave Marshall's excellent article. Pretty much any competitive tribal deck fits into this category: elves, vampires, Kor quest decks, merfolk, etc.

A cheesy deck is simply a deck that abuses some interaction between cards in a way that is so overpowered that using it obviously goes against the overall intent and theme of the game and its cards. An example of cheese is the Guilty Conscience + Stuffy Doll combo.
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.0

Postby Aborash » 28 Mar 2012, 15:38

Hi:

Let me first thank you for your hard work, its really amazing all the effort, and how many different and extremely fun to play decks, you had made.

When I saw the elves deck, I almost remember one really funny deck, "Skullclamp elves" may be you want to consider it for the future, so let me try to put the deck list:

1x Grapeshot

1x Regal Force
1x Viridian Corrupter
4x Elvish Visionary
3x Priest of Titania
2x Quirion Ranger
4x Nettle Sentinel
4x Llanowar Elves
4x Heritage Druid
4x Glimpse of Nature
4x Fyndhorn Elves
4x Birchlore Rangers
4x Skullclamp
4x Summoner's Pact

4x Horizon Canopy
12x Forest


There are many "cheap and fun" combo decks involving Skullclamp, may be you want to consider to implement it:

http://www.starcitygames.com/magic/mirb ... _Deck.html
http://www.mtgdeckbuilder.net/Decks/ViewDeck/153447
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.0

Postby Eglin » 28 Mar 2012, 20:07

Aborash wrote:Hi:

Let me first thank you for your hard work, its really amazing all the effort, and how many different and extremely fun to play decks, you had made.

When I saw the elves deck, I almost remember one really funny deck, "Skullclamp elves" may be you want to consider it for the future, so let me try to put the deck list:

1x Grapeshot

1x Regal Force
1x Viridian Corrupter
4x Elvish Visionary
3x Priest of Titania
2x Quirion Ranger
4x Nettle Sentinel
4x Llanowar Elves
4x Heritage Druid
4x Glimpse of Nature
4x Fyndhorn Elves
4x Birchlore Rangers
4x Skullclamp
4x Summoner's Pact

4x Horizon Canopy
12x Forest


There are many "cheap and fun" combo decks involving Skullclamp, may be you want to consider to implement it:

http://www.starcitygames.com/magic/mirb ... _Deck.html
http://www.mtgdeckbuilder.net/Decks/ViewDeck/153447
Thank you for the support, Aborash! I hope you enjoy playing the decks.

I suspect that Skullclamp would be an easy card to implement. Most of the other cards in your deck, I believe, are already in the game. You should knock this one out as a project!
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Eglin » 28 Mar 2012, 20:41

I found that compressing the image files my wad uses in a different way cut the overall filesize roughly in half, so I went ahead and posted the compressed wad as an update. If you already have the 1.0 release, there's nothing new here. It's just as a convenience to others on slow internet connections.
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Ctar » 29 Mar 2012, 02:47

all have "exalted" Card has BUG ,when attack with alliance. sorry , I english not good.
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Eglin » 29 Mar 2012, 05:35

Ctar wrote:all have "exalted" Card has BUG ,when attack with alliance. sorry , I english not good.
Can you tell me a little bit more?
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Ctar » 29 Mar 2012, 06:08

has BUG :

<TRIGGER value="ATTACKING">
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetController( Object():GetController() )
filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING )
total = filter:Count()
if total == 1 then
return true
else
return false
end
</TRIGGER>
<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetZone() == ZONE_IN_PLAY and
FilteredCard():IsAttacking() ~= 0 )
</FILTER>

and I Fix :

<TRIGGER value="ATTACKING">
local total = 0
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetController( Object():GetController() )
filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING )
total = filter:Count()
if total == 1 then
return TriggerObject():GetController() == Object():GetController()
else
return false
end
</TRIGGER>
<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetController() == Object():GetController() and
FilteredCard():GetZone() == ZONE_IN_PLAY and
FilteredCard():IsAttacking() ~= 0 )
</FILTER>
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Ctar » 29 Mar 2012, 06:21

you has "exalted" card in play . when you has 1 creature and you alliance has 2 creature attack with you . then you and you alliance creature has +3/+3 .
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Eglin » 29 Mar 2012, 08:21

Were you able to generate this bug, or did you just happen to see something in the code that didn't look right to you? I can not reproduce it, and the filter should only pickup creatures that are attacking and are owned by a player controlling a creature with the exalted ability.

I just tried the deck against Nissa using the exact scenario you described, and her creatures were not granted any +/+ bonuses.

Thank you for helping, but I will need more information to be able to troubleshoot whatever anomaly you've discovered.

Regards,
Eglin

Ctar wrote:has BUG :
Code: Select all
    <TRIGGER value="ATTACKING">
    local total = 0
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetController( Object():GetController() )
    filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING )
    total = filter:Count()
   if total == 1 then
       return true
        else
            return false
        end
    </TRIGGER>
    <FILTER>
    return (FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard():GetZone() == ZONE_IN_PLAY and
    FilteredCard():IsAttacking() ~= 0 )
    </FILTER>

and I Fix :

    <TRIGGER value="ATTACKING">
    local total = 0
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetController( Object():GetController() )
    filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING )
    total = filter:Count()
   if total == 1 then
       return TriggerObject():GetController() == Object():GetController()
        else
            return false
        end
    </TRIGGER>
    <FILTER>
    return (FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard():GetController() == Object():GetController() and
    FilteredCard():GetZone() == ZONE_IN_PLAY and
    FilteredCard():IsAttacking() ~= 0 )
    </FILTER>
Ctar wrote:you has "exalted" card in play . when you has 1 creature and you alliance has 2 creature attack with you . then you and you alliance creature has +3/+3 .
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby sadlyblue » 29 Mar 2012, 08:53

I think i see what he means.
Eglin, you tried a 1 on 1 game, and it doesn't trigger for the opponent.
But if you play a 3 on 1, an archenemy game, your one of the 3 against the other, and you attack with one creature, but your teammates attack with any number of creatures.
your creature will trigger the exalted, but the bonus will be given to all, your teammates also:
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetController() == Object():GetController() and <- your missing this to give only to your creature
FilteredCard():GetZone() == ZONE_IN_PLAY and
FilteredCard():IsAttacking() ~= 0 )

Ctar, is that you tried to say, right? At least, that' what i understood by the code also.
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby Eglin » 29 Mar 2012, 10:34

sadlyblue wrote:I think i see what he means.
Eglin, you tried a 1 on 1 game, and it doesn't trigger for the opponent.
But if you play a 3 on 1, an archenemy game, your one of the 3 against the other, and you attack with one creature, but your teammates attack with any number of creatures.
your creature will trigger the exalted, but the bonus will be given to all, your teammates also:
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetController() == Object():GetController() and <- your missing this to give only to your creature
FilteredCard():GetZone() == ZONE_IN_PLAY and
FilteredCard():IsAttacking() ~= 0 )

Ctar, is that you tried to say, right? At least, that' what i understood by the code also.
Ah! Good catch.

Thanks, guys. I see what you mean, and I'll make this change ASAP.
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby thefiremind » 29 Mar 2012, 12:15

Unless I'm forgetting some particular case, you don't need any <FILTER>. If only one creature is attacking, that creature will be pointed by TriggerObject(), so you could just give +1/+1 to TriggerObject().
This is my implementation of Exalted:
Code: Select all
  <TRIGGERED_ABILITY auto_skip="1" layer="7C">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Exalted]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING">
    local filter = Object():GetFilter()
    local player = Object():GetController()
    filter:Clear()
    filter:SetPlayer( player )
    filter:SetController( player )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:AddExtra( FILTER_EXTRA_CREATURE_ATTACKING )
    filter:NotTargetted()
    local count = filter:CountStopAt( 2 )
    return TriggerObject():GetPlayer() == player and count == 1
    </TRIGGER>
    <CONTINUOUS_ACTION>
    if TriggerObject():GetZone() == ZONE_IN_PLAY then
      TriggerObject():GetCurrentCharacteristics():Power_Add( 1 )
      TriggerObject():GetCurrentCharacteristics():Toughness_Add( 1 )
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (MTG():GetStep() == STEP_CLEANUP)
    </DURATION>
  </TRIGGERED_ABILITY>
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Re: Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

Postby yuriap » 29 Mar 2012, 19:57

Bug report:

Stromkirk Noble (ISD Vamps deck) effect "can't be blocked by Humans" isn't working correctly.

And Aquitect's Will (Merfolk Tribal deck) can't have opponent's lands been target, making islandwalk creature's hability combo (Lord of Atlantis non-activated effect) useless most of the time (against non-blue decks, obviously).
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