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Age of Dodekatheon - UPDATED 01/09/2014 DXT1 (183 cards)

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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 20 Nov 2013, 14:34

Hi my friend really thanks for your feedback, is really appreciated and helpful, because ia cannot think about all the interaction with the cards.
So About the wrath of Ares bug i can think only about 2 possibilities :
1. remove the Olymp divinities from the kind of cards it can put on battlefield (easy)
2. try to make a double check if it put on battlefield on of these divinity it should also put the respective seal on the battlefield.( i don't know if i am able to do it).

About the lands you're right i will increase the basic lands quantity.

Thanks a lot, and keep in touch. :-)
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 20 Nov 2013, 16:59

CarpeDiem wrote:Here is some backup for your deck:
-The wrath of Ares is really fun! I cast it on my Helios, attack with him, reveal Zeus that is returned in my hand before I can say "yes!" (I have no seal on the board), and after the combat, Helios return in play.
Isn't it a good God tutor! :D
Hey my friend,
Try this modified version it should work now.
Wrath of Ares | Open
THE_WRATH_OF_ARES_R_7272431.zip
The Wrath of Ares modified
(5 KiB) Downloaded 318 times
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby Athesto » 20 Nov 2013, 22:01

Excellent job. It shows that you have worked hard and have spent many hours. I downloaded the deck when you added the card "Mnemosyne" and it's amazing. I had no problems while playing. I love your creativity! If you could send me the download link, I would really appreciate it. Sorry, my English is a little bad >.< Thank you very much! Keep it up! :wink: greetings! ^-^
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 20 Nov 2013, 22:53

Thanks for your interest, i am glad you like this idea, and don't worry about your English, my knowledge of this language is not so good :-).

About the version you have used isn't up to date, and i resolved many bugs and i also changed many cards since you downloaded it, so, i will send you the latest link in a few minutes by PM, I am uploading a revised version, right now.

Hope you will continue to give me your feedback and suggestions it will be useful to improve this set.

Have a nice day.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 20 Nov 2013, 23:11

Athesto wrote:Excellent job. It shows that you have worked hard and have spent many hours. I downloaded the deck when you added the card "Mnemosyne" and it's amazing. I had no problems while playing. I love your creativity! If you could send me the download link, I would really appreciate it. Sorry, my English is a little bad >.< Thank you very much! Keep it up! :wink: greetings! ^-^
Link sent by PM, Have a nice day.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby Lellardin » 21 Nov 2013, 10:47

I really liked your deck. Despite a few glitches and bugs, I enjoyed playing it. Thank you very much for your excellent work done. I would like to try to play the full version of the deck. Could you send me a link to the updated version. Thank you in advance. Sorry for my bad English. :D
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby thefiremind » 21 Nov 2013, 11:23

I just noticed something while looking at the first post (sorry if I didn't tell you before, but to be honest it's the first time after a long time that I look carefully into it). Even if it doesn't change the cards' functionality, noncreature cards that have creature types (like Divinity) should have the Tribal type together with their other types.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 21 Nov 2013, 13:19

thefiremind wrote:I just noticed something while looking at the first post (sorry if I didn't tell you before, but to be honest it's the first time after a long time that I look carefully into it). Even if it doesn't change the cards' functionality, noncreature cards that have creature types (like Divinity) should have the Tribal type together with their other types.
Hi Firemind thanks for your reply, if you say so i believe you're right, could you just explain to me the reason about it? What changes about these cards to be Tribal?
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby Foren » 21 Nov 2013, 13:41

Hey! I've been checking on your mod for a while now but reading the description for each single card was kinda dull. But since you've put a deck together I'd love to try it out :) Will wait for the DL link in my messages :3
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby thefiremind » 21 Nov 2013, 13:51

NeoAnderson wrote:Hi Firemind thanks for your reply, if you say so i believe you're right, could you just explain to me the reason about it? What changes about these cards to be Tribal?
The reason is explained in this article:
http://www.wizards.com/Magic/Magazine/A ... eature/426
In short, a sub-type on a card should match with at least one type of that card, that's why Tarfire as "Instant - Goblin" didn't feel right for people at Wizards and they introduced the Tribal type. This way the Goblin sub-type can be matched with the Tribal type.
That said, if you read the beginning of another article:
http://www.wizards.com/magic/magazine/A ... /daily/db5
you see that
...the tribal type itself is just a placeholder, a piece of punctuation that does its job and, ideally, fades away.

See, the tribal card type's purpose is to disappear. Its job, flavorfully, is to not be there at all.
In fact when you play with Tarfire, you couldn't care less about it being a Tribal, what matters is that it's a Goblin. Tribal is there just to comply with the rules. So it's up to you to decide if you want to add Tribal or not, I just wanted to let you know that a real Magic card would use Tribal on noncreature cards with creature sub-types.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 21 Nov 2013, 14:28

Ok i think i have understand the tiny difference, is just a puntualization, and if i add it make the set more compliant with real MTG rules.
Thanks for this explanaition.

Can i just ask you a little favor?
I am encountering some problem to make this simple code, as you know i am not so able to code cards and your help will be really appreciated, just few lines of code.

I need to store a random filtered card with EffectDC to use it into a Continuos block.

The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.

Code: Select all
  <TRIGGERED_ABILITY resource_id="2" replacement_effect="1" active_zone="ZONE_ANY">
   <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY"  from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
  MTG():OverrideEvent()
    return true
    </TRIGGER>
    <FILTER filter_id="0">
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
      filter:EvaluateObjects()
      local oCard = filter:GetRandomEvaluatedObject()
         if oCard ~= nil  then
            filter:Add (FE_CARD_INSTANCE, OP_IS, oCard )
         end
   </FILTER>

<CONTINUOUS_ACTION layer="6" filter_id="0">
       local target = FilteredCard()
      if target ~= nil then
        local characteristics = target:GetCurrentCharacteristics()
   characteristics:GrantAbility(1)
   characteristics:GrantAbility(2)
       end
    </CONTINUOUS_ACTION>


    <DURATION>
    return (EffectController() == nil)
    </DURATION>


          <RESOLUTION_TIME_ACTION>
        if TriggerObject() ~= nil then
               TriggerObject():Exile()
               end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
Thanks in advance
Last edited by NeoAnderson on 21 Nov 2013, 15:31, edited 1 time in total.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby thefiremind » 21 Nov 2013, 15:23

NeoAnderson wrote:The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.
First of all, it doesn't work because you didn't declare the filter variable. Anyway RiiakShiNal is right, the FILTER block is confusing if you always need to select only 1 card.

Code: Select all
  <TRIGGERED_ABILITY resource_id="2" replacement_effect="1" active_zone="ZONE_ANY">
    <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY"  from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
    MTG():OverrideEvent()
    return true
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    filter:EvaluateObjects()
    EffectDC():Set_CardPtr( 0, filter:GetRandomEvaluatedObject() )
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="6">
    local target = EffectDC():Get_CardPtr(0)
    if target ~= nil then
        local characteristics = target:GetCurrentCharacteristics()
        characteristics:GrantAbility(1)
        characteristics:GrantAbility(2)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectDC():Get_CardPtr(0) == nil
    </DURATION>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Exile()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
EDIT: Removed filter_id="0".
Last edited by thefiremind on 21 Nov 2013, 17:03, edited 1 time in total.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 21 Nov 2013, 15:43

thefiremind wrote:
NeoAnderson wrote:The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.
First of all, it doesn't work because you didn't declare the filter variable. Anyway RiiakShiNal is right, the FILTER block is confusing if you always need to select only 1 card.

Code: Select all
  <TRIGGERED_ABILITY resource_id="2" replacement_effect="1" active_zone="ZONE_ANY">
    <TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY"  from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
    MTG():OverrideEvent()
    return true
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    filter:EvaluateObjects()
    EffectDC():Set_CardPtr( 0, filter:GetRandomEvaluatedObject() )
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="6" filter_id="0">
    local target = EffectDC():Get_CardPtr(0)
    if target ~= nil then
        local characteristics = target:GetCurrentCharacteristics()
        characteristics:GrantAbility(1)
        characteristics:GrantAbility(2)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectDC():Get_CardPtr(0) == nil
    </DURATION>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Exile()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
Thanks a lot Firemind about the variable declaration You're right, but i had already declared it i just forgot to paste the right code here :-)
About your code i am sorry to tell you this code doesn't works, i was already trying to use EffectDC in a similar way but i was not sure if was right. The only difference is that you are not using filter block and i used a filter block "0" with a resolution block filter_id="0" and i was evaluating the random object into the filter block.
Anyway i tried your code also and it doesn't work, nothing happen when the creature leave the Battlefield initially i thought the problem could be that you left the filter_id="0" into the continuos block declaration but i tried to remove it, nothing changes.

I have made another code that seems to works the only problem i found is that is not a random card it targets following the inverse order of casting.
Code: Select all
 <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:Add (FE_CARD_INSTANCE, OP_NOT, EffectSource() )
      filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
      filter:EvaluateObjects()
      local oCard = filter:GetRandomEvaluatedObject()
         if oCard ~= nil  then
            filter:Add (FE_CARD_INSTANCE, OP_IS, oCard )
         end
      filter:CountStopAt(1)
   </FILTER>

<CONTINUOUS_ACTION layer="6" filter_id="0">
         if FilteredCard() ~= nil  then
         local characteristics = FilteredCard():GetCurrentCharacteristics()
   characteristics:GrantAbility(1)
   characteristics:GrantAbility(2)
       end
 </CONTINUOUS_ACTION>
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby thefiremind » 21 Nov 2013, 17:03

NeoAnderson wrote:About your code i am sorry to tell you this code doesn't works, i was already trying to use EffectDC in a similar way but i was not sure if was right.
Whoops, sorry, I forgot to remove filter_id="0" from the CONTINUOUS_ACTION. Try to do that to my code and see if it works.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)

Postby NeoAnderson » 21 Nov 2013, 17:24

thefiremind wrote:
NeoAnderson wrote:About your code i am sorry to tell you this code doesn't works, i was already trying to use EffectDC in a similar way but i was not sure if was right.
Whoops, sorry, I forgot to remove filter_id="0" from the CONTINUOUS_ACTION. Try to do that to my code and see if it works.
Thanks firemind but as i told you before i already tried and it doesn't works! any idea of the possible reasons??

I am testing the follow code but i have undefined behaviours, sometime the propagation works 3 - 4 times, sometimes just 1-2 times, honestly i cannot focus the reason!

Code: Select all
 <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
      filter:Add (FE_CARD_INSTANCE, OP_NOT, EffectSource() )
      filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
      filter:EvaluateObjects()
      local oCard = filter:GetRandomEvaluatedObject()
      if oCard ~= nil  then
            filter:Add (FE_CARD_INSTANCE, OP_IS, oCard )
        end
   </FILTER>

<CONTINUOUS_ACTION layer="6" filter_id="0">
         if FilteredCard() ~= nil  then
         local characteristics = FilteredCard():GetCurrentCharacteristics()
   characteristics:GrantAbility(1)
   characteristics:GrantAbility(2)
       end
 </CONTINUOUS_ACTION>


    <DURATION filter_id="0">
    return (FilteredCard() == nil)
    </DURATION>
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