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BloodReyvyn's Mods 2014 [34 Decks]

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Re: BloodReyvyn's Mods 2014 v2.0

Postby thefiremind » 11 Jul 2013, 21:34

I can't see anything wrong on Merrow Reejerey. I'd take out the TriggerObject() parameter from the AskMultipleChoiceQuestion because that's the card that will be displayed on the left of the query window, but the spell that you played has no influence on the ability once it started so it feels a bit out of place. You can put Object() instead if you want, so the Merrow Reejerey itself will be displayed.

What exactly works only sometimes? Pumping other Merfolk, or tapping/untapping?
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 11 Jul 2013, 21:39

Sometimes it asks the correct query, but has no effect when you choose an option, other times it doesn't ask the query at all, but most of the time it works fine. So odd.

EDIT: To be more clear, it always asks you to choose a permanent, it's the Tap or Untap part that's on the fritzz
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Re: BloodReyvyn's Mods 2014 v2.0

Postby thefiremind » 11 Jul 2013, 21:52

OK then, try my version of "you may tap or untap target permanent":
Code: Select all
    <TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_TO_TAP_OR_UNTAP" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_IS_PERMANENT, true)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       if target:IsTapped() then
          target:Untap()
       else
          target:Tap()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <MAY tag="DO_YOU_WANT_TO_TAP_OR_UNTAP_THIS_PERMANENT" always_prompt="1" />
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_NEUTRAL" />
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 11 Jul 2013, 22:13

Nice, that works and actually speeds up the process by making it automatic. Thank you. :)

EDIT: I updated the Core wad with the Merfolk fixes and it includes the Red and White cards mentioned a few posts back for my upcoming RW Reanimator deck. :oops:
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 12 Jul 2013, 03:05

Last update until the next deck is done. Red/White reanimator/lifegain deck is alive!!!! More new cards in the core wad... including my fav Boros creatures: Boros Reckoner and Firemane Avenger!!! :D
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Re: BloodReyvyn's Mods 2014 v2.0

Postby jacque » 12 Jul 2013, 16:42

Reyvyn!!! Thanks for the core!!! Love it <3

Duergar Hedge-Mage: Doesn't seem to be working for me, doesn't destroy enchantment nor artifact, yes I had 2 mountains and 2 plains each... =(
Sunseed Nurturer: I had a 5/6 Thune and I didn't seem to get the 2 life from Nurturer... =(
Balefire Liege: Typo? in the selection pop-up menu (dealing 5 damage instead of 3) whenever a red spell is cast.

I guess that's all... Only tested the White/Red cards so far... Keep up the good work!!!
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 12 Jul 2013, 21:02

I am looking into those cards. Yes, Balefire Liege has a typo, it does only deal 3 damage, but I will go ahead and fix that when I fix the other 2.

Thanks for spotting those. I caught the Sunseed Nurturer issue the last game I played, but didn't realize the Hedge-Mage wasn't working. I hope they will be a quick fix though. :)
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 12 Jul 2013, 22:13

Okay, fixed the issues on those cards and they appear to be working great now... simple mistakes on my part, I should probably stop writing my cards late at night when I am half asleep. :oops:
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Re: BloodReyvyn's Mods 2014 v2.0

Postby Jujj1 » 13 Jul 2013, 06:27

Hi ^-^
First I'd like to say thx for all the work you put into this :)
Now, while I haven't played the decks in game, I downloaded your files so I can make my own deck including some of the cards you've put in the game and I've noticed that some of them lack the art. However, from what I saw, these cards aren't even included in the decks that you've built.
These cards include Serpent of the Endless Sea , Sisters of Stone Death and Gorgon Recluse .
Now what I really want to know is, are the cards that are included in your data core, but not in your decks, coded and good to go?
Thx outfront
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 13 Jul 2013, 07:08

Ah yes, those were cards I planned to use and either found out they cannot be made to work properly (Sisters of Stone Death) or I ended up not wanting the card for the deck I was making and forgot to remove it from the core.

I think Gorgon Recluse is simply incomplete at the moment (as is SoSD) because I was going to make a BG gorgon deck and went a different direction with it since I couldn't make the Sisters.

Only issue I had with Serpent of the Endless Sea is that I don't know how to prevent the creature from attacking players without Islands under their control.

Sorry for the confusion, I will be more diligent in removing unused cards in the future (unless they are complete, in which case I will leave them in case someone else wants to use them).

EDIT: I should note that Cabal Coffers does not work as it still has D13 code and I have been hesitant to mess with it until I am more comfortable with D14 coding practices and functions, but IT WILL GET DONE as soon as I get a few more decks under my belt as I will need it for my mono-black deck.
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Re: BloodReyvyn's Mods 2014 v2.0

Postby Xander9009 » 13 Jul 2013, 09:05

BloodReyvyn wrote:Ah yes, those were cards I planned to use and either found out they cannot be made to work properly (Sisters of Stone Death) or I ended up not wanting the card for the deck I was making and forgot to remove it from the core.

I think Gorgon Recluse is simply incomplete at the moment (as is SoSD) because I was going to make a BG gorgon deck and went a different direction with it since I couldn't make the Sisters.

Only issue I had with Serpent of the Endless Sea is that I don't know how to prevent the creature from attacking players without Islands under their control.

Sorry for the confusion, I will be more diligent in removing unused cards in the future (unless they are complete, in which case I will leave them in case someone else wants to use them).

EDIT: I should note that Cabal Coffers does not work as it still has D13 code and I have been hesitant to mess with it until I am more comfortable with D14 coding practices and functions, but IT WILL GET DONE as soon as I get a few more decks under my belt as I will need it for my mono-black deck.
About the serpent, I actually just got done coding it, myself. Of course, mine has the same issue, since I also don't know how to stop it from attacking players without islands. I settled for personal use and it can only attack if at least one opponent has an island. 90% of the time I play, it's 1 vs 1 against the computer, so it's the same result for me. Anyway, if you find a way, let me know.

And about Cabal Coffers, I don't think it's possible without Riiak's mana functions because thefiremind pointed out to me that mana abilities only accept "TapSelf" as costs. You can specify whatever cost you like, and the game won't throw a fit or give you errors, but it will completely ignore whatever cost you give it and just tap. With the manual mana functions, though, it's fairly easy because it's almost identical to Cloudpost, and Riiak posted the code for that for me in the formal request thread.
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Re: BloodReyvyn's Mods 2014 v2.0

Postby thefiremind » 13 Jul 2013, 09:18

There's a trigger that allows to restrict attacks only for a certain player, but I need to go and check how it was used for Goblin Goon in DotP2013 because it has always been a bit confusing even while looking at the original code... :P
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Re: BloodReyvyn's Mods 2014 v2.0

Postby BloodReyvyn » 13 Jul 2013, 09:32

Xander9009 wrote:
BloodReyvyn wrote:Ah yes, those were cards I planned to use and either found out they cannot be made to work properly (Sisters of Stone Death) or I ended up not wanting the card for the deck I was making and forgot to remove it from the core.

I think Gorgon Recluse is simply incomplete at the moment (as is SoSD) because I was going to make a BG gorgon deck and went a different direction with it since I couldn't make the Sisters.

Only issue I had with Serpent of the Endless Sea is that I don't know how to prevent the creature from attacking players without Islands under their control.

Sorry for the confusion, I will be more diligent in removing unused cards in the future (unless they are complete, in which case I will leave them in case someone else wants to use them).

EDIT: I should note that Cabal Coffers does not work as it still has D13 code and I have been hesitant to mess with it until I am more comfortable with D14 coding practices and functions, but IT WILL GET DONE as soon as I get a few more decks under my belt as I will need it for my mono-black deck.
About the serpent, I actually just got done coding it, myself. Of course, mine has the same issue, since I also don't know how to stop it from attacking players without islands. I settled for personal use and it can only attack if at least one opponent has an island. 90% of the time I play, it's 1 vs 1 against the computer, so it's the same result for me. Anyway, if you find a way, let me know.

And about Cabal Coffers, I don't think it's possible without Riiak's mana functions because thefiremind pointed out to me that mana abilities only accept "TapSelf" as costs. You can specify whatever cost you like, and the game won't throw a fit or give you errors, but it will completely ignore whatever cost you give it and just tap. With the manual mana functions, though, it's fairly easy because it's almost identical to Cloudpost, and Riiak posted the code for that for me in the formal request thread.
Awesome, I will probably go and look for that code and modify it so I can just get it done. I already have Riiak's Mana functions, they rock.

I would love to see how that ability works TFM, thanks for pointing it out. I had to forgo quite a few serpents I wanted to make as unlocks for my merfolk deck because a LOT of them have that restriction.
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Re: BloodReyvyn's Mods 2014 v2.0

Postby thefiremind » 13 Jul 2013, 09:55

OK, it's untested but I think I got it:
Code: Select all
  <TRIGGERED_ABILITY replacement_effect="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Serpent of the Endless Sea can’t attack unless defending player controls an Island.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Serpent de la Mer sans fin ne peut pas attaquer à moins que le joueur défenseur ne contrôle au moins une île.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Serpiente del mar interminable no puede atacar a menos que el jugador defensor controle una isla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Seeschlange des Weiten Meers kann nicht angreifen, falls der verteidigende Spieler keine Insel kontrolliert.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Serpe del Mare Infinito non può attaccare a meno che il giocatore in difesa non controlli un’Isola.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[終わり無き海の海蛇は、防御プレイヤーが島をコントロールしていないかぎり攻撃できない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Serpent of the Endless Sea can’t attack unless defending player controls an Island.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Змей Бескрайнего Моря не может атаковать, если только защищающийся игрок не контролирует Остров.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Serpente do Mar Sem Fim não pode atacar a menos que o jogador defensor controle uma Ilha.]]></LOCALISED_TEXT>
    <TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self" pre_trigger="1">
    local filter = ClearFilter()
    filter:Add(FE_SUBTYPE, OP_IS, LAND_TYPE_ISLAND)
    filter:Add( FE_CONTROLLER, OP_IS, TriggerPlayer() )
    return filter:CountStopAt(1) == 0
    </TRIGGER>
  </TRIGGERED_ABILITY>
The CANT_ATTACK_PLAYER_TEST trigger uses TriggerPlayer() as the player that you wish to attack and TriggerObject() as the creature that may not be able to attack the player, and must return true when the attack can't be made (this is the confusing part, but you need to remember how the trigger is called: CANT_ATTACK_PLAYER_TEST :wink:).
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Re: BloodReyvyn's Mods 2014 v2.0

Postby Xander9009 » 13 Jul 2013, 09:57

thefiremind wrote:There's a trigger that allows to restrict attacks only for a certain player, but I need to go and check how it was used for Goblin Goon in DotP2013 because it has always been a bit confusing even while looking at the original code... :P
That's interesting. At first glance, it appears it's similar to consideredforcast. It checks the trigger to return true or false in which you can check things from either effectcontroller or triggerplayer.

So perhaps something like this? (I have no idea about the "internal" tag...)
Code: Select all
<TRIGGERED_ABILITY internal="1" pre_trigger="1">
      <LOCALISED_TEXT...>
      <TRIGGER value="CANT_ATTACK_PLAYER_TEST" simple_qualifier="self">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_ISLAND )
    filter:Add( FE_CONTROLLER, OP_IS, TriggerPlayer())

    if (filter:CountStopAt(1) == 1) then
       return false
    else
       return true
    end
    </TRIGGER>
</TRIGGERED_ABILITY>
EDIT: You beat me to it lol. That's okay, though. I forgot a piece anyway.
EDIT2: Okay, so it was a bit messed up... What can I say, it's 6 am. Off to bed with me!
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