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2013




[18-11-2012] Skullblakka's Decks 14.1
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Re: [11-11-2012] Skullblakka's Decks 10.0
by Drakno » 13 Nov 2012, 15:57
When you have time could you add a few unlocks for the exalted deck? I understand that you like the current version but tbh I have many times either got manascrewed or had no exalted permanents so a 4of noble hierarch, some ardent pleas and other good exalted cards like quasari pridemage and finest hour would suit my playstyle better (a link to a detailed guide on how to edit the decks or make new decks works just as well for me actually in case you are bored/busy which I can understand)
Re: [11-11-2012] Skullblakka's Decks 10.0
by skullblakka » 13 Nov 2012, 17:02
i though about Ardent Plea and Finest Hour but at the end i didn't included them. ill add them on the next update with Noble Hierarch and Saqali Pridemage that are already coded if you want.Drakno wrote:When you have time could you add a few unlocks for the exalted deck? I understand that you like the current version but tbh I have many times either got manascrewed or had no exalted permanents so a 4of noble hierarch, some ardent pleas and other good exalted cards like quasari pridemage and finest hour would suit my playstyle better (a link to a detailed guide on how to edit the decks or make new decks works just as well for me actually in case you are bored/busy which I can understand)
so it will take some time coz i'm busy

apology my so bad english speaking 

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Re: [11-11-2012] Skullblakka's Decks 10.0
by thefiremind » 13 Nov 2012, 17:40
The Prahv plane uses the codeskullblakka wrote:i have to find a way to stop the trigger of Finest Hour after the first or there will be infinite combat phase.
- Code: Select all
MTG():Interrogate_AttacksThisTurn(player, 1) == 1
- Code: Select all
MTG():Interrogate_AttacksThisTurn(TriggerObject():GetController(), 2) < 2

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Re: [11-11-2012] Skullblakka's Decks 10.0
by Drakno » 13 Nov 2012, 17:59
I have actually played a bant exalted deck at kitchen table with proxy fetch lands and dual lands, since all your cmc <=2 cards (I didn't play any moxes or recalls) are exalted creatures or knotvine paladin it gets real beastly real quick, I was using the shield of the oversoul though instead of the steel of the godhead so I could strap it on knotvine who is a real monster on exalted, I would often swing turn 3 for 12 with knotvine thangs to hierarchs, artisan squires and ardent plea being practicaly a double exalted at the very least (when it hits something like a quasari it's practicaly a cheat). Finest hour is mostly on the list for multiplayer games, 1 attack per turn is really grim unless all your opponents play green and have no removal but yeah, exalted bonuses are till end of turn and with finest hour they re-trigger, many times I have attacked with a creature over 30/30 thanks to this card and sublimeskullblakka wrote:i though about Ardent Plea and Finest Hour but at the end i didn't included them. ill add them on the next update with Noble Hierarch and Saqali Pridemage that are already coded if you want.Drakno wrote:When you have time could you add a few unlocks for the exalted deck? I understand that you like the current version but tbh I have many times either got manascrewed or had no exalted permanents so a 4of noble hierarch, some ardent pleas and other good exalted cards like quasari pridemage and finest hour would suit my playstyle better (a link to a detailed guide on how to edit the decks or make new decks works just as well for me actually in case you are bored/busy which I can understand)
so it will take some time coz i'm busy
Re: [11-11-2012] Skullblakka's Decks 10.0
by skullblakka » 13 Nov 2012, 20:24
thx thefiremind (as usual) but i edited my post during yours, i found an other waythefiremind wrote:The Prahv plane uses the codeskullblakka wrote:i have to find a way to stop the trigger of Finest Hour after the first or there will be infinite combat phase.to check if a player attacked this turn (the numeric argument should be the same as the "CountStopAt" for filters). I don't know exactly how it works, but I guess that the attacks are incremented as soon as you attack with a creature. So if you add the check
- Code: Select all
MTG():Interrogate_AttacksThisTurn(player, 1) == 1
to the ATTACKING_ALONE trigger's conditions, you should be able to let it trigger only in the first combat phase. Of course I'd suggest to test it before being sure it works.
- Code: Select all
MTG():Interrogate_AttacksThisTurn(TriggerObject():GetController(), 2) < 2
- Code: Select all
<TRIGGERED_ABILITY per_turn_limit="1" filter_zone="ZONE_IN_PLAY">
that's why i didn't put it on my deck at the begining it was very overpowered in front of some decks, i did want to have some balance with others even if they are a little better.exalted bonuses are till end of turn and with finest hour they re-trigger, many times I have attacked with a creature over 30/30 thanks to this card and sublime
but as your asked politely...

apology my so bad english speaking 

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skullblakka - Posts: 71
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Re: [11-11-2012] Skullblakka's Decks 10.0
by thefiremind » 13 Nov 2012, 20:54
Did you test if it works that way? By looking here I'd say that per_turn_limit isn't recognized for triggered abilities.skullblakka wrote:thx thefiremind (as usual) but i edited my post during yours, i found an other way
- Code: Select all
<TRIGGERED_ABILITY per_turn_limit="1" filter_zone="ZONE_IN_PLAY">
Anyway, I coded Finest Hour using my idea before seeing your post, so if you have problems, this is tested and working.

- Attachments
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FINEST_HOUR_180609.zip
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Re: [11-11-2012] Skullblakka's Decks 10.0
by Drakno » 13 Nov 2012, 20:55
That's not the absolute truth though, there are very few good exalted creatures who don't get chumblocked, none has trample and only 2 have flying so with the exception of rancor (which wasn't on my list cause too good) few good ways for a consistent trample enabler which leads to being constantly chumblocked, the main thing with finest hour outside using it with a creature with some sort of evasion (especially with multiplayer) is that it forces more blocks so it's power without a lifelinker or something with evasion is plain and simple one more block, it's when you have one of the other two that it actually gets really really good.skullblakka wrote:thx thefiremind (as usual) but i edited my post during yours, i found an other waythefiremind wrote:The Prahv plane uses the codeskullblakka wrote:i have to find a way to stop the trigger of Finest Hour after the first or there will be infinite combat phase.to check if a player attacked this turn (the numeric argument should be the same as the "CountStopAt" for filters). I don't know exactly how it works, but I guess that the attacks are incremented as soon as you attack with a creature. So if you add the check
- Code: Select all
MTG():Interrogate_AttacksThisTurn(player, 1) == 1
to the ATTACKING_ALONE trigger's conditions, you should be able to let it trigger only in the first combat phase. Of course I'd suggest to test it before being sure it works.
- Code: Select all
MTG():Interrogate_AttacksThisTurn(TriggerObject():GetController(), 2) < 2
- Code: Select all
<TRIGGERED_ABILITY per_turn_limit="1" filter_zone="ZONE_IN_PLAY">
that's why i didn't put it on my deck at the begining it was very overpowered in front of some decks, i did want to have some balance with others even if they are a little better.exalted bonuses are till end of turn and with finest hour they re-trigger, many times I have attacked with a creature over 30/30 thanks to this card and sublime
but as your asked politely...
Re: [11-11-2012] Skullblakka's Decks 10.0
by Drakno » 13 Nov 2012, 21:20
Also if it's not a bother could you put the fetchlands in as well? moxes are nice and all but they get in the way of cascade and tbh as long as you get to manadrop 4 you are pretty much set up so there's not that much reason for mana accels like them in a deck this fast so I would really rather the choice of being in control of my mana colors, I realize that it's a ton of favors I am asking for when you make the deck but I am pretty sure the fetchlands have already been coded (reivelark uses a playset) so all you need to do is include them and I was really fond of my bant deck so I wanna hurry up and kick bolas's ass with it :p (plus it's pretty fun, you should give it a try, highly recommended)
Re: [11-11-2012] Skullblakka's Decks 10.0
by skullblakka » 13 Nov 2012, 22:39
you are lucky my wyfe was bored so i had some time for you 
so Thefiremind i found per_turn_limit="1" in an other card already coded but... it works only for activated abilities
i just uploaded the changes and updated Thefiremind's Unlock file
have fun mates

so Thefiremind i found per_turn_limit="1" in an other card already coded but... it works only for activated abilities
i just uploaded the changes and updated Thefiremind's Unlock file
have fun mates

apology my so bad english speaking 

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Re: [11-17-2012] Skullblakka's Decks 11.0
by Firehelp » 22 Nov 2012, 18:45
Just a minor bug:
Since Screeching Skaab mills 2 cards not 4, change the line in SCREECHING_SKAAB_245207.xml to
MillCards( EffectController(), 2 )
That's all, have a nice day.
Since Screeching Skaab mills 2 cards not 4, change the line in SCREECHING_SKAAB_245207.xml to
MillCards( EffectController(), 2 )
That's all, have a nice day.

Re: [11-17-2012] Skullblakka's Decks 11.0
by skullblakka » 23 Nov 2012, 06:35
Screeching Skaab have to mill 2 cards not 4Firehelp wrote:Just a minor bug:
Since Screeching Skaab mills 2 cards not 4, change the line in SCREECHING_SKAAB_245207.xml to
MillCards( EffectController(), 2 )
That's all, have a nice day.

EDIT : ok so it mills 4 cards not 2, i just checked and yeah now i understand what you meant, ill fix this bug soon.
thx for the report
apology my so bad english speaking 

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Re: [11-17-2012] Skullblakka's Decks 11.0
by jjohn167 » 25 Nov 2012, 05:04
Greetings,
First of all, many thanks for the hard work put forth by all involved parties. You guys make these games so much more enjoyable. Secondly, I am having some problems. I saw a question in the thread that seemed similar but nothing really came of it. In these decks, it does not appear that the dual-lands of any type count as lands. Having them out allows you to activate their abilities and add mana to the pool, but the game seems to see me as having no land. Therefore, it skips both instances of the Main Phase and does not allow me to cast anything. Is this a known issue, or perhaps I am doing something incorrectly?
First of all, many thanks for the hard work put forth by all involved parties. You guys make these games so much more enjoyable. Secondly, I am having some problems. I saw a question in the thread that seemed similar but nothing really came of it. In these decks, it does not appear that the dual-lands of any type count as lands. Having them out allows you to activate their abilities and add mana to the pool, but the game seems to see me as having no land. Therefore, it skips both instances of the Main Phase and does not allow me to cast anything. Is this a known issue, or perhaps I am doing something incorrectly?
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Re: [11-17-2012] Skullblakka's Decks 11.0
by Firehelp » 25 Nov 2012, 08:27
dotp 2013 -> help&options -> settings -> advanced -> hold priorityjjohn167 wrote:or perhaps I am doing something incorrectly?
There you go. It wasn't that hard to find now, was it?
Re: [11-17-2012] Skullblakka's Decks 11.0
by jjohn167 » 25 Nov 2012, 16:11
Thanks. Glad you could be a dick about it. Have a nice day!Firehelp wrote:dotp 2013 -> help&options -> settings -> advanced -> hold priorityjjohn167 wrote:or perhaps I am doing something incorrectly?
There you go. It wasn't that hard to find now, was it?
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Re: [11-25-2012] Skullblakka's Decks 12.0
by drleg3nd » 25 Nov 2012, 16:43
Loving your decks skull your the main reason lately i keep checking this site to see if you pop out with another new deck lol...one thing that i was wondering,can dual lands be removed manually so basics come in play instead ? There cool but the putting in hold priority seem to slow the game/decks down a little...thx
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