It is currently 26 Apr 2024, 17:33
   
Text Size

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

Moderator: CCGHQ Admins

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby elminster63500 » 24 Mar 2012, 08:44

Vampire of stromkirk deck (b/r)
4 Bloodline Keeper
4 Crossway Vampire
2 Curse of Stalked Prey
2 Falkenrath Marauders
2 Gruesome Deformity
12 Mountain
2 Nightbird's Clutches
2 Olivia Voldaren
4 Rakish Heir
2 Skeletal Grimace
4 Stromkirk Noble
8 Swamp
2 Traitorous Blood
4 Tribute to Hunger
4 Vampiric Fury
2 Victim of Night


Melira Deck (g/b/r)
4 Birds of Paradise
4 Birthing Pod
3 Doom Blade
1 Eternal Witness
4 Forest
1 Fulminator Mage
1 Godless Shrine
4 Kitchen Finks
1 Marsh Flats
3 Melira, Sylvok Outcast
3 Misty Rainforest
1 Murderous Redcap
1 Noble Hierarch
2 Overgrown Tomb
1 Ranger of Eos
2 Razorverge Thicket
1 Reveillark
1 Shriekmaw
1 Sun Titan
2 Swamp
2 Temple Garden
3 Thoughtseize
1 Tidehollow Sculler
2 Twilight Mire
4 Verdant Catacombs
3 Viscera Seer

molten zoo deck (near naya forces without ajani planewalker + jund)(g/r/w)

4 Arid Mesa
1 Forest
1 Gaddock Teeg
4 Grim Lavamencer
1 Horizon Canopy
4 Kird Ape
3 Knight of the Reliquary
4 Lightning Bolt
4 Lightning Helix
2 Misty Rainforest
4 Molten Rain
1 Mountain
4 Path to Exile
1 Plains
3 Qasali Pridemage
3 Sacred Foundry
3 Scalded Tarn
3 Stomping Ground
4 Tarmogoyf
2 Temple Garden
4 Wild Nacatl

A last for the way (french expression) - Birthing Pod Deck (b/g)

1 Acidic Slime
4 Birds of Paradise
4 Birthing Pod
2 Blistergrub
1 Boneyard Wurm
2 Entomber Exarch
9 Forest
1 Geth, Lord of the Vault
2 Morkrut Banshee
2 Perilous Myr
2 Phyrexian Obliterator
2 Praetor's Councel
1 Primordial Hydra
1 Reaper from the Abyss
2 Royal Assassin
2 Sever the Bloodline
1 Sheoldred, Whispering One
10 Swamp
2 Tribute to Hunger
1 Vengeful Pharaoh
1 Viridian Emissary
4 Woodland Cemetery
2 Wreath of Geists
elminster63500
 
Posts: 48
Joined: 30 Jan 2012, 15:43
Has thanked: 12 times
Been thanked: 1 time

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby elminster63500 » 24 Mar 2012, 08:49

sorry for the mistakes to the molten zoo deck


3 Scalding Tarn (and no Scalded)
3 Grim Lavamancer (and no Lavamencer)
elminster63500
 
Posts: 48
Joined: 30 Jan 2012, 15:43
Has thanked: 12 times
Been thanked: 1 time

Re: Tue Mar 20, 2012 DOTP 2012 Eglin's Decks v0.95

Postby sadlyblue » 24 Mar 2012, 10:01

Eglin wrote:The Doubling Season deck is great fun, but I'm hoping to get lots of great suggestions for improvement. I've always LOVED the theme, but never been able to make competition-level decks around it. Losing support for Garruk Wildspeaker (no planeswalkers), Wurmcalling and Gelatinous Genesis (no X/X creature tokens) sucks, but I'm sure there are still some nice ways to improve the deck and I can't wait to hear about them.
Here's an idea for X/X creatures, do like 20 token's from 1/1 to 20/20, reserve them all, and them when you cast either spell just go get the one you need.
You can leave the creature type blank, and had the ooze/wurm has you cast so you can use the same tokens for both spells.
A little work, but can be done.
sadlyblue
 
Posts: 175
Joined: 06 Feb 2012, 13:18
Has thanked: 18 times
Been thanked: 16 times

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby thefiremind » 24 Mar 2012, 10:39

You can actually make X/X tokens by using layer 7B effects (Power_Set / Toughness_Set). Maybe they could have problems when interacting with other layer 7B effects but there aren't many in the game anyway. I can give you one of the most intricated examples, that I managed to code with a lot of effort: Kalitas, Bloodchief of Ghet. The tokens are just tokens with no abilities and */* as P/T, the code is in the card that produces them.
Code: Select all
<?xml version='1.0'?>
<CARD_V2 custom="true">
  <FILENAME text="KALITAS_BLOODCHIEF_OF_GHET_19991435" />
  <CARDNAME text="KALITAS_BLOODCHIEF_OF_GHET" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Kalitas, Bloodchief of Ghet]]></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>
  </TITLE>
  <MULTIVERSEID value="19991435" />
  <ARTID value="19991435" />
  <FRAMECOLOUR name="B" />
  <COLOUR value="B" />
  <ARTIST name="Todd Lockwood" />
  <CASTING_COST cost="{5}{B}{B}" />
  <SUPERTYPE metaname="Legendary" order_de-DE="0" order_es-ES="1" order_fr-FR="1" order_it-IT="1" order_jp-JA="0" />
  <TYPE metaname="Creature" order_de-DE="1" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" />
  <SUB_TYPE metaname="Vampire" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" />
  <SUB_TYPE metaname="Warrior" order_de-DE="1" order_es-ES="0" order_fr-FR="1" order_it-IT="0" order_jp-JA="1" />
  <EXPANSION value="ZEN" />
  <RARITY metaname="M" />
  <POWER value="5" />
  <TOUGHNESS value="5" />
  <TOKEN_REGISTRATION reservation="2" type="TOKEN_VAMPIRE_X_X_19990107" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{B}{B}{B}, {T}: Destroy target creature. If that creature dies this way, put a black Vampire creature token onto the battlefield. Its power is equal to that creature’s power and its toughness is equal to that creature’s toughness.]]></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>
    <COST type="Mana" cost="{B}{B}{B}" />
    <COST type="TapSelf" />
    <TARGET_DETERMINATION>
    local filter = Object():GetFilter()
    filter:Clear()
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_IN_PLAY )
    return TargetBadF()
    </TARGET_DETERMINATION>
    <PLAY_TIME_ACTION target_choosing="1">
    ChooseTarget( "CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY" )
    </PLAY_TIME_ACTION>
    <PLAY_TIME_ACTION>
    local target = Object():GetTargetCard()
    if target ~= nil then
      MTG():ObjectDataChest():Set_ProtectedCardPtr( 1, target )
      MTG():ObjectDataChest():Set_Int( 3, target:GetCurrentPower() )
      MTG():ObjectDataChest():Set_Int( 4, target:GetCurrentToughness() )
    end
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = MTG():ObjectDataChest():Get_ProtectedCardPtr( 1 )
    if target ~= nil then
      Object():RetainDataChest()
      target:Destroy()
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY internal="1" active_zone="any">
    <TRIGGER value="ABILITY_RESOLVED" simple_qualifier="self">
    local last_target = MTG():ObjectDataChest():Get_ProtectedCardPtr( 1 )
    if last_target ~= nil and last_target:GetZone() == ZONE_GRAVEYARD then
      return true
    else
      Object():ReleaseDataChest()
      return false
    end
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local target = MTG():ObjectDataChest():Get_ProtectedCardPtr( 1 )
    if target ~= nil then
      local base_token = MTG():ObtainToken( "TOKEN_VAMPIRE_X_X_19990107", Object():GetPlayer() )
      if base_token ~= nil then
        local token = MTG():ObtainTokenFromSpec( base_token:GetSpec(), Object():GetPlayer() )
        if token ~= nil then
          local store = Storage( Object() )
          store.push( token )
          store.push( MTG():ObjectDataChest():Get_Int( 3 ) )
          store.push( MTG():ObjectDataChest():Get_Int( 4 ) )
          token:PutIntoPlay( Object():GetPlayer() )
        end
      end
    end
    Object():ReleaseDataChest()
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY internal="1" active_zone="any" layer="7B">
    <TRIGGER value="COMING_INTO_PLAY">
    local store = Storage( Object() )
    return store.test( TriggerObject() ) ~= -1
    </TRIGGER>
    <CONTINUOUS_ACTION>
    local store = Storage( Object() )
    local index = store.test( TriggerObject() )
    if index ~= -1 then
      local power = store.get( index+1 )
      local toughness = store.get( index+2 )
      if power ~= nil and toughness ~= nil then
        TriggerObject():GetCurrentCharacteristics():Power_Set( power )
        TriggerObject():GetCurrentCharacteristics():Toughness_Set( toughness )
      end
    end
    </CONTINUOUS_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY internal="1" active_zone="any">
    <TRIGGER value="ZONECHANGE">
    local store = Storage( Object() )
    return TriggerObject():GetErstwhileZone() == ZONE_IN_PLAY and store.test( TriggerObject() ) ~= -1
    </TRIGGER>
    <CONTINUOUS_ACTION>
    local store = Storage( Object() )
    local index = store.test( TriggerObject() )
    if index ~= -1 then
      store.erase( index+2 )
      store.erase( index+1 )
      store.erase( index )
    end
    </CONTINUOUS_ACTION>
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_FANG_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_FANG_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
I hope I remember enough to explain how it works...
Let's start with the activated ability: you target the creature, and the ability saves a pointer to it and its P/T values in the data chest, before destroying. The ability is resolved, so the second ability triggers. It puts the token into play and saves a pointer to it, together with the previously saved P/T, in nabeshin's storage. This is necessary because we want to keep track of more than 1 token. The third ability triggers when something saved in the storage is coming into play, and that's the case for the token. It reads the P/T values and assigns them to the token continuously. The fourth ability cleans the storage when a token leaves play.

Your examples should be easier to make: Kalitas needs to save the information about the destroyed creature, while you just need to use GetManaX() for P/T.

EDIT: I just read about the idea of making transform cards. If you want to try, I wish you good luck. I tried some months ago, and the only thing I got was a lot of anger. The idea was to use nabeshin's clone mechanic in order to make them clone what they were transforming in. I was at a good point, but it would have been pointless without Full Moon's Rise, so I tweaked the code in order to make them transform with the change of a flag: this way I could have made some other card order them to transform. Since that time, I hadn't been able to make them work again, not even by coming back to the code I was using earlier (I probably forgot something about it), so I gave up.
Last edited by thefiremind on 24 Mar 2012, 10:47, edited 1 time in total.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby sadlyblue » 24 Mar 2012, 10:44

Even better, thefiremind.

Btw Eglin, does your Doubling Season double the mana tokens from the produce mana?
sadlyblue
 
Posts: 175
Joined: 06 Feb 2012, 13:18
Has thanked: 18 times
Been thanked: 16 times

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby Eglin » 25 Mar 2012, 14:03

elminster63500 wrote:Hi Eglin,

Thanks for this new deck.

There are many other decks we like to see.
A black-red vampire deck (Stromkirk Noble - olivia voldaren - falkenrath marauders - cursed of stalked prey)
A slivoid deck (i like these creatures !! )
A melira deck (combo : Melira sylvok outcast - kitchen finks - viscera seer or murderous redcap - )
a Cursed deck (curse of bloodletting - death's old - exhaustion and etc ...)
A delverblade deck (delver of secrets - geist of st traft - snapcaster mage - sword of war and peace - ponder ...)
A birthing pod deck (birthing pod of course - birds of paradise - geth lord of the vault - phyrexian obliterator - sheoldred - sutured ghoul and ...)

And so many more : But of course, are all theses cards can be played on magic 2012 ? may be not !
I updated the wad with the four deck-lists you provided in your later post. Aside from Reveillark (I was too lazy, so I used Marshal's Anthem) and a few land substitutions, I stuck pretty closely to your lists. The Melira/persist deck-list you provided only contained 56 cards, so I added a couple of random persist cards. A couple of the decks seem to be very good decks! Thanks for sharing. I hope you are able to have some fun playing with them.

Cheers,
Eglin
Last edited by Eglin on 25 Mar 2012, 14:22, edited 1 time in total.
User avatar
Eglin
Programmer
 
Posts: 195
Joined: 01 Mar 2012, 14:44
Has thanked: 39 times
Been thanked: 22 times

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby Eglin » 25 Mar 2012, 14:06

sadlyblue wrote:Even better, thefiremind.

Btw Eglin, does your Doubling Season double the mana tokens from the produce mana?
There's something funny going on with the Calciform Pools when many Doubling Season cards are in play, so it's likely. TBH, I haven't looked closely enough at what the ProduceMana stuff is actually doing behind the scenes nor have I debugged the Calciform Pools enough to be able to say definitively. I haven't noticed any issues from the bounce lands or whatever else in the deck produce mana with Kev and Nabe's systems.
User avatar
Eglin
Programmer
 
Posts: 195
Joined: 01 Mar 2012, 14:44
Has thanked: 39 times
Been thanked: 22 times

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby thefiremind » 25 Mar 2012, 14:33

Eglin wrote:Aside from Reveillark
Maybe you already thought about it, anyway the cards where the Evoke cost is greater than the casting cost should be quite easy to make, just use Kicker (for Reveillark, it would be Kicker {1}) and add a trigger that sacrifices the creature when it comes into play if it was kicked. :)
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

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

Postby elminster63500 » 25 Mar 2012, 15:06

Thanks a lot Eglin, with you - dreams come true !!

Don't hesitate to tell me if you want some more decks (but i think you know a great number, don't i ?) . I envy you (sorry i don't know to translate the "french" word "envier") because you (and the others like kev - sadlyblue, firemind, ...)are great programmers. I don't know anything about programmation (it may be interested to learn, that's sure !!). So thanks again to all of you !! =D> .
elminster63500
 
Posts: 48
Joined: 30 Jan 2012, 15:43
Has thanked: 12 times
Been thanked: 1 time

Re: Fri Mar 23, 2012 DOTP 2012 Eglin's Decks v0.96

Postby Eglin » 25 Mar 2012, 15:20

thefiremind wrote:
Eglin wrote:Aside from Reveillark
Maybe you already thought about it, anyway the cards where the Evoke cost is greater than the casting cost should be quite easy to make, just use Kicker (for Reveillark, it would be Kicker {1}) and add a trigger that sacrifices the creature when it comes into play if it was kicked. :)
That's what I did for Shriekmaw, yeah. Still, thanks for the tip.
User avatar
Eglin
Programmer
 
Posts: 195
Joined: 01 Mar 2012, 14:44
Has thanked: 39 times
Been thanked: 22 times

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

Postby Eglin » 25 Mar 2012, 15:22

elminster63500 wrote:Thanks a lot Eglin, with you - dreams come true !!

Don't hesitate to tell me if you want some more decks (but i think you know a great number, don't i ?) . I envy you (sorry i don't know to translate the "french" word "envier") because you (and the others like kev - sadlyblue, firemind, ...)are great programmers. I don't know anything about programmation (it may be interested to learn, that's sure !!). So thanks again to all of you !! =D> .
You're too kind, really. Thanks for the kind words and the great decks!
User avatar
Eglin
Programmer
 
Posts: 195
Joined: 01 Mar 2012, 14:44
Has thanked: 39 times
Been thanked: 22 times

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

Postby Eglin » 26 Mar 2012, 01:34

elminster63500 wrote:Don't hesitate to tell me if you want some more decks
...
Brother, I've got to tell you - I'm loving your RB ISD Vamps. That deck is really strong! If you have others like it, I'd love to play them as well. Have you thought about putting out your own deck pack? It's really not so hard, and by now with the 300ish cards from my pack, the 350ish in Kev's pack, the 425ish in theFireMind's pack, the 650 or so in the base game and the couple of hundred others floating around, you have quite a broad and powerful selection to build your own decks from. And if you have issues setting up the tools or need help with one or more cards, the community will probably be happy to help you along.

I would love for everyone who has unique decks to step up and start putting out some packs. If you already have the game and some custom packs installed, you already have nearly everything you need to start building your own decks. Just follow the extremely simple steps in this guide. Creating new decks doesn't require any programming at all, and even if you want to start creating your own cards - it is a lot more simple than one might guess.

Cheers,
Eglin
User avatar
Eglin
Programmer
 
Posts: 195
Joined: 01 Mar 2012, 14:44
Has thanked: 39 times
Been thanked: 22 times

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

Postby elminster63500 » 26 Mar 2012, 17:34

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
elminster63500
 
Posts: 48
Joined: 30 Jan 2012, 15:43
Has thanked: 12 times
Been thanked: 1 time

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

Postby thefiremind » 26 Mar 2012, 17:58

Not all cards can be made with the code that the game provides. There's no way to put a creature into play attacking, so you'll have to forget Geist of Saint Traft for example.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 721 times

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

Postby sadlyblue » 26 Mar 2012, 18:16

Yeah, and i tried coding Snapcaster, but i couldn't find a way to get the mana cost from target spell. there's only converted mana cost.
Start with something a little more simple. And if you need help, just open a new topic.
sadlyblue
 
Posts: 175
Joined: 06 Feb 2012, 13:18
Has thanked: 18 times
Been thanked: 16 times

PreviousNext

Return to 2012

Who is online

Users browsing this forum: No registered users and 12 guests


Who is online

In total there are 12 users online :: 0 registered, 0 hidden and 12 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 12 guests

Login Form