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BloodReyvyn's Mods 2014 [34 Decks]
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by BloodReyvyn » 27 Jul 2013, 16:44
oh lol, well I am in the process of updating so I will change that before the big upload...
EDIT: Big upload done.
New deck "Reign of Fire" added, featuring 29 new cards ( mostly dragons,
).
Fixed Ghoultree.
Added a bit more text, less nasty blocked out text, but I am sure there are still a few I missed.
EDIT 2: Apparently I should test more diligently. Balefire Dragon will deal damage to every last creature on teh board for some reason, and I am totally lost as to why Hoard-Smelter Dragon destroys the artifact, but will not pump himself. Working on it though... got other RL crap to deal with first though, bbl.
EDIT: Big upload done.
New deck "Reign of Fire" added, featuring 29 new cards ( mostly dragons,

Fixed Ghoultree.
Added a bit more text, less nasty blocked out text, but I am sure there are still a few I missed.
EDIT 2: Apparently I should test more diligently. Balefire Dragon will deal damage to every last creature on teh board for some reason, and I am totally lost as to why Hoard-Smelter Dragon destroys the artifact, but will not pump himself. Working on it though... got other RL crap to deal with first though, bbl.

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Re: BloodReyvyn's Mods 2014 [10 Decks]
by thefiremind » 27 Jul 2013, 18:31
I'm surprised that it works at all... what does FilteredCard( 0 ) mean?BloodReyvyn wrote:Balefire Dragon will deal damage to every last creature on teh board for some reason

Another thing to try after you removed that 0 is to remove the "if" condition from the filter: I'm not totally sure, but I think that DotP2014 FILTER blocks manage nil pointers automatically, probably by invalidating the filter. All the FILTER blocks that need to do something to a target in the official cards aren't checking if the target is nil, so I guess it's like that.
This was easy to guess and I could have told you the error even before looking at the card... if you need some information from a card that is about to change zone, you have 2 options: either save that information before the zone change, or use the "LKI" version of the card pointer.BloodReyvyn wrote:I am totally lost as to why Hoard-Smelter Dragon destroys the artifact, but will not pump himself.
There's another thing: the target will be in the graveyard when the continuous action kicks in, so how are you supposed to pump the dragon if the continuous action is enclosed in "if target ~= nil"?
For this ability there shouldn't be any difference between the 2 options, so I'll use the first one:
- Code: Select all
<RESOLUTION_TIME_ACTION>
local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
if target ~= nil then
-- here you can still get information from the target...
EffectDC():Set_Int( 1, target:GetConvertedManaCost() )
target:Destroy()
-- ...but from here on, you cannot!
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
local cmc = EffectDC():Get_Int(1)
EffectSource():GetCurrentCharacteristics():Power_Add( cmc )
-- adding 0 toughness doesn't do anything... save some keystrokes :P
end
</CONTINUOUS_ACTION>
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Currently busy with life...
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Re: BloodReyvyn's Mods 2014 [9 Decks]
by LycaNinja » 27 Jul 2013, 19:50
I could have swore it counted as an activated ability though, which might conflict and cause things that shouldn't happen. If it doesn't count then this is fine, though it would be nice to be able to tap for mana without having the tap for mana on the card, as basic lands don't have that on them. It's annoying that I have to keep manually hitting continue because the game thinks I have an ability to use when its just mana.RiiakShiNal wrote:This is from my Manual Mana Functions mod which allows many things that the default auto-tapping the game has doesn't allow.LycaNinja wrote:- Lands have that annoying "Tap: Add X to your mana pool." thing on them which counts as an activated ability.
*Snip*
If you have a better system then I'm all ears.
But Dredge doesn't do anything from the graveyard. Does it not count draw phase? I've never worked with this term before so IDK. Also, all the cards are unlocked by default already.BloodReyvyn wrote:- Dredge isn't an activated ability, it triggers whenever you would draw a card.LycaNinja wrote:- Dredge doesn't seem to be activate-able.
- Ghoultree doesn't lose mana cost with creatures being in the graveyard.
- Lands have that annoying "Tap: Add X to your mana pool." thing on them which counts as an activated ability.
- Default deck isn't fast at all.
That's just from one game testing it...
*Snip*
...if you are the type that likes to reset the deck to default and unlock everything.
Re: BloodReyvyn's Mods 2014 [9 Decks]
by RiiakShiNal » 27 Jul 2013, 22:01
The manual tap functions DO count as activated abilities, but the two main places where things can cause trouble I've accounted for as best as possible. Burning-Tree Shaman will not be a problem because I've coded it to work with the mana functions properly, so this is not an issue at all. The other main problem is cards that block activated abilities and in that case I revert (on the cards that this can be done with) to a backup mana ability (auto-tap ability). So the main problems are pretty well covered.LycaNinja wrote:I could have swore it counted as an activated ability though, which might conflict and cause things that shouldn't happen. If it doesn't count then this is fine, though it would be nice to be able to tap for mana without having the tap for mana on the card, as basic lands don't have that on them. It's annoying that I have to keep manually hitting continue because the game thinks I have an ability to use when its just mana.
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by BloodReyvyn » 28 Jul 2013, 01:55
Thanks again for the help. So bizarre that there was a 0 in that line, I could have sworn i checked it more than once and didn't notice it. 
New fix is already up.

New fix is already up.

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Re: BloodReyvyn's Mods 2014 v4.0
by Mystic Phoenix » 30 Jul 2013, 18:27
At first, I want to thank you for your efforts and congratulate to your decks.thanks to thefiremind, Giantbaiting is actually working perfectly (Guess I'll have to find more conspire cards to make).
Conspire seems to work, but for me Giantbaiting creates two giant tokens without Conspire, four when using Conspire and eight when Parallel Lives is out in addition. Just a minor deal, since you don't need to use the additional copies, if you yo don't want to cheat.
Although I have the mana mod installed in my game when I had one mountain and two jungle shrines /and lots of other lands) I could not cast Molten Birth. Is there a certain order to be performed or is it just not possible to simulate the card?
Edit: After some more testing, the same problem occurs with Rith's Grove. White mana seems to work, but red and green are not available.
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Re: BloodReyvyn's Mods 2014 [9 Decks]
by Bhrask » 30 Jul 2013, 23:05
Downloaded it but didn't paste it in the game dir, my bad -.-' The lands I mentioned seem to be working properly now, don't know about the other cards yet but will post when I get the chance to test them.BloodReyvyn wrote:You need to download Riiak's manual mana functions for those mana abilities to work, and you do have to tap them manually.
I just downloaded the new deck and the new core.wad (supposing it's the only thing I need to do to get the fixes for the old decks and the cards for the new one). It seems pretty nice, but Browbeat isn't working. I just played it using 3 mountains and nothing happened, it went straight to the graveyard... Which sucks :\
Besides, I played a Seething Song using 3 Mountains out of 5 and attacked with a Flameblast Dragon. Could only activate its ability with the 2 Mountains i had left untapped, which had me lose the game

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Re: BloodReyvyn's Mods 2014 [10 Decks]
by Mystic Phoenix » 30 Jul 2013, 23:22
I can confirm Bhrask's experience. Browbeat does nothing and the cards adding mana to the mana pool don't work.
Besides, lands that add 1 colorless and one green e.g. (Jungle Basin and the likes) only produce one mana.
Besides, lands that add 1 colorless and one green e.g. (Jungle Basin and the likes) only produce one mana.
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by Bhrask » 30 Jul 2013, 23:27
They work for casting spells, cast a couple of dragons because of thatMystic Phoenix wrote:I can confirm Bhrask's experience. Browbeat does nothing and the cards adding mana to the mana pool don't work.
Besides, lands that add 1 colorless and one green e.g. (Jungle Basin and the likes) only produce one mana.

#edit
Balefire Dragon deals damage to everything on the battlefield, including himself oO
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by RiiakShiNal » 30 Jul 2013, 23:41
Did you change steps after putting the mana into the mana pool? I ask because mana in the mana pool empties at the end of each step (MtG rules).
I think this is the case because you can cast spells using the mana just fine, but you're having problems using it for Flameblast Dragon's ability. To use mana for Flameblast Dragon's ability you would need to cast Seething Song after declaring attack, but before Flameblast Dragon's ability resolves (due to the way the text is written all of Flameblast Dragon's ability (except for targeting) should happen in RESOLUTION_TIME_ACTIONs).106.4. When an effect produces mana, that mana goes into a player's mana pool. From there, it can be used to pay costs immediately, or it can stay in the player's mana pool. Each player's mana pool empties at the end of each step and phase.
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by Bhrask » 30 Jul 2013, 23:50
Yes, I'm aware that the mana pools empties when each turn ends. And I played Seething Song on the first main fase, before attacking. Still, the mana wasn't there.RiiakShiNal wrote:Did you change steps after putting the mana into the mana pool? I ask because mana in the mana pool empties at the end of each step (MtG rules).I think this is the case because you can cast spells using the mana just fine, but you're having problems using it for Flameblast Dragon's ability. To use mana for Flameblast Dragon's ability you would need to cast Seething Song after declaring attack, but before Flameblast Dragon's ability resolves (due to the way the text is written all of Flameblast Dragon's ability (except for targeting) should happen in RESOLUTION_TIME_ACTIONs).106.4. When an effect produces mana, that mana goes into a player's mana pool. From there, it can be used to pay costs immediately, or it can stay in the player's mana pool. Each player's mana pool empties at the end of each step and phase.
Just played 2 Rite of Flame and 1 Pyretic Ritual to power up a Dragon Hatchling with 6 untapped Mountains. They worked perfectly, boosting the Dragon Hatchling to a whooping 10/1 flying glass cannon XD
#edit
Oh, did I have to play that after declaring the attack and before it was resolved? Seems to be okay with the rules after all then, I did the above Dragon Hatchling buff all during the same phase.
Back when I played you could get a mana burn, heh XD Things have changed a little...
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by RiiakShiNal » 31 Jul 2013, 00:03
I remember mana burn, but this hasn't changed since back then. The mana pool empties at the end of each step and phase not just the end of turn. As soon as you enter combat it is no longer STEP_MAIN_1, it is now STEP_BEGIN_COMBAT, and immediately after declaring attack it is STEP_DECLARE_ATTACKERS (short wait) then it transitions to STEP_DECLARE_BLOCKERS (short wait) now it is STEP_COMBAT_DAMAGE, then finally STEP_END_OF_COMBAT to end combat and now it is STEP_MAIN_2. So going from Main 1 to Main 2 the mana pool gets emptied 6 times. In paper magic players are usually a bit more lenient, but according to the rules that is what is supposed to happen.Bhrask wrote:Yes, I'm aware that the mana pools empties when each turn ends. And I played Seething Song on the first main fase, before attacking. Still, the mana wasn't there.
Just played 2 Rite of Flame and 1 Pyretic Ritual to power up a Dragon Hatchling with 6 untapped Mountains. They worked perfectly, boosting the Dragon Hatchling to a whooping 10/1 flying glass cannon XD
#edit
Oh, did I have to play that after declaring the attack and before it was resolved? Seems to be okay with the rules after all then, I did the above Dragon Hatchling buff all during the same phase.
Back when I played you could get a mana burn, heh XD Things have changed a little...
Also Dragon Hatchling uses an Activated Ability instead of a Triggered Ability so Dragon Hatchling's ability can be used in Main 1 whereas Flameblast Dragon's ability can only be used during Declare Attackers (and that happens automatically rather than you clicking on the card to activate it like Dragon Hatchling).
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by BloodReyvyn » 31 Jul 2013, 00:30
Fixes for some of these issues are up.
Jungle Basin and Rith's Grove have been tested and are now working.
Giantbaiting is fixed. For some stupid reason I was convinced it made two until you pointed it out, thanks.
I've repeatedly tested Browbeat and the AI will ALWAYS have it deal them 5 damage if they have more than 5 life. So, unless they were almost dead anyway, they probably took the damage. There is currently no visual cue (fireball or something) to let you know the damage was dealt. Not saying you didn't get a glitch, just saying I haven't been able to replicate it yet.
ALSO, added Rith, the Awakener to "Multiplicity" in the Promo unlocks, so you will need to re-download the core AND the deck to get him. Just felt weird having Rith's Grove and Rith's Charm without him.
EDIT: ...even if Rith's Charm is STILL not working right, but at least I got rid of the random script logs...
EDIT 2: And Balefire Dragon seems to be doing no damage at all for me.
Jungle Basin and Rith's Grove have been tested and are now working.
Giantbaiting is fixed. For some stupid reason I was convinced it made two until you pointed it out, thanks.

I've repeatedly tested Browbeat and the AI will ALWAYS have it deal them 5 damage if they have more than 5 life. So, unless they were almost dead anyway, they probably took the damage. There is currently no visual cue (fireball or something) to let you know the damage was dealt. Not saying you didn't get a glitch, just saying I haven't been able to replicate it yet.

ALSO, added Rith, the Awakener to "Multiplicity" in the Promo unlocks, so you will need to re-download the core AND the deck to get him. Just felt weird having Rith's Grove and Rith's Charm without him.
EDIT: ...even if Rith's Charm is STILL not working right, but at least I got rid of the random script logs...
EDIT 2: And Balefire Dragon seems to be doing no damage at all for me.
Last edited by BloodReyvyn on 31 Jul 2013, 01:27, edited 1 time in total.
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by Bhrask » 31 Jul 2013, 01:11
I played it on the 3th/4th turn, my AI opponent had 20 life points left. Nothing happened, couldn't even choose a target player (which would have been me, would'nt want to waste that to make the opponen draw 3 cards XD )BloodReyvyn wrote:I've repeatedly tested Browbeat and the AI will ALWAYS have it deal them 5 damage if they have more than 5 life. So, unless they were almost dead anyway, they probably took the damage. There is currently no visual cue (fireball or something) to let you know the damage was dealt. Not saying you didn't get a glitch, just saying I haven't been able to replicate it yet.![]()
Will test it again and let you know how it went.
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Re: BloodReyvyn's Mods 2014 [10 Decks]
by BloodReyvyn » 31 Jul 2013, 01:34
I am in the process of trying to fix those cards at the moment (including allowing the player to target a player with Browbeat, personally I had forgotten it targets a player since I always use it to draw myself IRL. 

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