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【22/06/13 1725 cards & Dredge】【34 Decks】Dotp13 RTR MOD v12

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Re: 【13/06/2013, updated 1694 cards】【33 Decks】Dotp13 RTR MOD

Postby logicalnoise » 18 Jun 2013, 12:53

sumomole wrote:
logicalnoise wrote:Love your decks. I noticed the seylesnya charm glitchs out in bant aggro. It offers no choices and seems to be waiting for me to target something but nothing is a valid target. I'm using the latest files from the initial post.
Are you using the latest version of the game, which includes DATA_CORE, DATA_DLC_0001~0004, DECK_0001~0086_ST? In other words, you have a official 5-color deck that named Mana Mastery, there are also several charms, do you tested it?
I just tested the v1.0r36 of theta, and it also seems to support the code of charms, but I don't know whether the earlier versions support.
AH nope, I'll get all the DLC stuff and grab your new files.
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Re: 【13/06/2013, updated 1694 cards】【33 Decks】Dotp13 RTR MOD

Postby sumomole » 18 Jun 2013, 14:42

logicalnoise wrote:AH nope, I'll get all the DLC stuff and grab your new files.
That's interesting, did you test other charms, especially the three charms in Mana Mastery deck and other charms in my mod? If sure you are using the latest exe, maybe you could just keep the original game, 0623 and 0649 for testing.
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Re: Dredge (beta version and test only)

Postby East Bay » 18 Jun 2013, 18:51

sumomole wrote:
Dredge.JPG

Deck_0653_ST.zip
I think it works perfect now. I've been testing for afew days with this vesion
Code: Select all
    <TRIGGER value="DREW_CARD" simple_qualifier="controller">
    local topCard = EffectController():Library_GetTop()
    local libCard = CountCardsInLibrary( EffectController() )
    if ObjectDC():Get_Int(0) == 0 and libCard &gt; 2 and ObjectDC():Get_CardPtr(1) ~= topCard then
       override = true
       return true
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local player = EffectController()
    if player ~= nil then
       player:SetCustomQueryInstructionCardPtr( EffectSource() )
       player:BeginNewMultipleChoice()
       player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_MILL_3" )
       player:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_DRAW_CARD" )
       player:AskMultipleChoiceQuestion( "CARD_QUERY_MC_CHOOSE_MODE" )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local decision = Object():GetMultipleChoiceResult()
    if decision == 0 then
       MillCards( EffectController(), 3 )
       Object():PutInHand()
    elseif decision == 1 then
      ObjectDC():Set_Int( 0, 1 )
       ObjectDC():Set_CardPtr( 1, EffectController():Library_GetTop() )
      EffectController():DrawCard()     
      ObjectDC():Set_Int( 0, 0 )
    end
    </RESOLUTION_TIME_ACTION>
With this code I had a problem with drawing more then one card per turn but with the new functions I can now sacrifice Lions Eye Diamond to flash back Faithless Looting and Dregde 4 times on turn one. Is a very interesting landless dredge deck. I will be waiting for the Cephalid Coliseum version :mrgreen:
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Re: 【21/06/13 1711 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby East Bay » 21 Jun 2013, 20:05

I found the bug :D
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Re: 【21/06/13 1711 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby NEMESiS » 21 Jun 2013, 20:12

That video is listed as private.
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Re: 【21/06/13 1711 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby East Bay » 21 Jun 2013, 20:16

NEMESiS wrote:That video is listed as private.
fixed sorry about that supposed to be unlisted
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Re: 【21/06/13 1711 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby sumomole » 22 Jun 2013, 02:50

East Bay wrote:I found the bug :D
This's the 1st version, the problem stems from a foolish oversight :oops: , I have fixed the same day, please update the core file. :lol:

EDIT: Please give me your art of Stinkweed Imp if it's HD, I like this version. :mrgreen:
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Re: 【21/06/13 1711 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby East Bay » 22 Jun 2013, 06:57

sumomole wrote:EDIT: Please give me your art of Stinkweed Imp if it's HD, I like this version. :mrgreen:
Not super HD but it seems good to me
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Re: 【22/06/13 1725 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby -Sekki- » 02 Jul 2013, 12:02

Hi, the core WAD contains Worldspine Wurm, but the art is now working when using deck builder? how can i get the card art to work? the same is with a few of the cards included.
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Re: 【22/06/13 1725 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby RiiakShiNal » 02 Jul 2013, 13:38

-Sekki- wrote:Hi, the core WAD contains Worldspine Wurm, but the art is now working when using deck builder? how can i get the card art to work? the same is with a few of the cards included.
That would be because sumomole includes art in his deck wads and even then only for the cards used in his decks. He doesn't really put the art into his core. So the easiest thing to do would simply be to add the art yourself. You can find the name the card expects by right-clicking on the card and choosing "View Card" look for the ARTID tag in the XML and look to see what is defined for "value" there. In the case of Worldspine Wurm it is looking for "624839" (then add the ".TDX" extension). So you find an image you want to use for the card convert it to TDX using Gibbed Tools then you put it into the ART_ASSETS\ILLUSTRATIONS directory of a mod. If you are using the Deck Builder, which according to your post you are then you can create a mod directory by using "Tools"->"Setup Custom Data Folder" which will add "DATA_DLC_DECK_BUILDER_CUSTOM" to your game directory and you can just drop the file into DATA_DLC_DECK_BUILDER_CUSTOM\DATA_ALL_PLATFORMS\ART_ASSETS\ILLUSTRATIONS.
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Re: 【22/06/13 1725 cards & Dredge】【34 Decks】Dotp13 RTR MOD v

Postby ganjamanspy » 15 Jan 2014, 10:25

Are these decks available on ipad?
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