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BloodReyvyn's Mods 2014 [34 Decks]

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Re: BloodReyvyn's Mods 2014 [11 Decks]

Postby Bundyrage » 04 Aug 2013, 18:24

im currently using zipper u get 1 to 2 gig i think free.

files can only be 200mb in size though
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Re: BloodReyvyn's Mods 2014 [11 Decks]

Postby thefiremind » 04 Aug 2013, 18:31

BloodReyvyn wrote:EDIT2: Or not.... 200mb total on there, and I'd really rather not have to make multiple accounts... anyone know of a better way to upload short of getting my own FTP?
Accounts? I use Zippyshare without any account. I know there's a size limit, but you can always make a splitted ZIP or RAR file that contains your WAD.
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby BloodReyvyn » 04 Aug 2013, 19:46

Okay awesome.

Got everything re-uploaded to ZippyShare, BUT you will need to download the Art wads (in the OP) separately (they are no longer part of the main core, which now only contains the raw card codes so the decks should work without them, but you will have no card/Planeswalker art).

Deck number twelve is finally up as well, The first re-make of a deck I made from 2013: "Artificer Prodigy" a technically tri-colored UBR deck which favors colorless artifacts. I love artifacts so yes I already know 2 artifact decks in a row is kind of mehhhh... But when starting the Myr deck I was torn between Myr and Arcbound, so now there's both. :)

Already found a few minor glitches, but the deck pretty much works as it should most of the time. ;)
(ie- Energy Chamber doesn't allow charge counters to be placed on anything but the +1/+1 counters are fine, nothing in this deck uses charge counters anyway, but I will fix; Beacon of Unrest still has some bracketed text; and Mishra won't always let you put an artifact copy from your hand onto the battlefield and will sometimes show no duplicates of teh cast artifact spell even if there are still copies in the deck, not sure why...)
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby Ratava » 04 Aug 2013, 20:08

nice blood
thx for the update

@art wad

why not use one wad and let winrar split them into two .rars?
then you dont have to seperate them by yourself

edit:
theres was a script_log message after playing with "Artificer Prodigy"
Contagion Clasp
"
[lua] [string "CONTAGION_CLASP_194341_TITLE (RESOLUTION_TIME_ACTION)~0x0000042e"]:4: attempt to call global 'GetPlayerPoisonCounters' (a nil value)
"
Last edited by Ratava on 04 Aug 2013, 22:46, edited 1 time in total.
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby thefiremind » 04 Aug 2013, 21:15

BloodReyvyn wrote:Beacon of Unrest still has some bracketed text
How is that possible? It's an official card...
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby Bhrask » 04 Aug 2013, 23:44

Hey, just downloaded the new 2 file .was and the 12th deck.

The thing is, it only shows 2 cards in deck and 4/5 unlocked: Elixir of Immortality, All is Dust and a black tutor spell... The previous decks seem to be fine, though.

#edit

In deck: All Is Dust and Elixir or Immortality

Unlocked: All Is Dust, 2x Elixir of Immortality and Diabolic Revelation

#edit2

Well, the other decks are missing cards as well :S

#edit3

Nevermind, I have to learn how to read --'
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby BloodReyvyn » 05 Aug 2013, 01:07

thefiremind wrote:
BloodReyvyn wrote:Beacon of Unrest still has some bracketed text
How is that possible? It's an official card...
Really? When I looked for it when making the deck I came up dry and resorted to making my own. :P

Ratava wrote:nice blood
thx for the update

@art wad

why not use one wad and let winrar split them into two .rars?
then you dont have to seperate them by yourself

edit:
theres was a script_log message after playing with "Artificer Prodigy"
Contagion Clasp
"
[lua] [string "CONTAGION_CLASP_194341_TITLE (RESOLUTION_TIME_ACTION)~0x0000042e"]:4: attempt to call global 'GetPlayerPoisonCounters' (a nil value)
"
Well, the last time I tried to make multiple parts to a large, single download like that I had issues while uploading/downloading it. Also, if I update one part, they all have to be updated or they may not "split" properly.

Did the script log show up after Playing Contagion clasp with no valid target on the battlefield? I had that error pop up once, but not since and I could not remember. At any rate I will have a look at them and fix it asap.

EDIT: Didn't get a script_log but I did make the game crash to desktop when activating two contagion clasps at the same time... Just letting you know I'm still looking into it.
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby Ratava » 05 Aug 2013, 09:36

BloodReyvyn wrote:Did the script log show up after Playing Contagion clasp with no valid target on the battlefield?
there was a valid target

just played a game and the same script_log message


Artificer Prodigy is awesome btw ^^
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby BloodReyvyn » 05 Aug 2013, 13:32

Glad you like it. :D

I'm still stumped on the script_log error. I have been able to reproduce it, but not all the time sometimes the game will crash to desktop, sometimes I just see the script log after exiting after a game, and other times it's fine.

I think it may have something to do with creatures leaving the battlefield after the effect resolves, but I'm not sure at all yet.

Existing code in case anyone wants to glance over it and maybe see where I screwed up:

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="CONTAGION_CLASP_194341" />
  <CARDNAME text="CONTAGION_CLASP" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Contagion Clasp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Boucle de contagion]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Broche de contagio]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Infektionsschnalle]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Stretta Contagiosa]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[伝染病の留め金]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Contagion Clasp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пряжка Заражения]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gancho de Contágio]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="194341" />
  <ARTID value="194341" />
  <ARTIST name="Anthony Palumbo" />
  <CASTING_COST cost="{2}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="SOM" />
  <RARITY metaname="U" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand la Boucle de contagion arrive sur le champ de bataille, mettez un marqueur -1/-1 sur la créature ciblée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Broche de contagio entre al campo de batalla, pon un contador -1/-1 sobre la criatura objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Infektionsschnalle ins Spiel kommt, lege eine -1/-1-Marke auf eine Kreatur deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Stretta Contagiosa entra nel campo di battaglia, metti un segnalino -1/-1 su una creatura bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[伝染病の留め金が戦場に出たとき、クリーチャー1体を対象とし、それの上に-1/-1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Пряжка Заражения выходит на поле битвы, положите один жетон -1/-1 на целевое существо.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Gancho de Contágio entrar no campo de batalha, coloque um marcador -1/-1 na criatura alvo.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GET_MINUS1_MINUS1_COUNTER" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
      local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if target ~= nil then
       target:AddCounters( MTG():MinusOneMinusOneCounters(), 1 )
      end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{4}, {T}: Proliferate.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{4}, {T} : Proliférez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{4}, {T}: Prolifera.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{4}, {T}: Wucherung.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{4}, {T}: Proliferare.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{4}, {T}:増殖を行う。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{4}, {T}: Proliferate.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{4}, {T}: используйте Распространение. игроков, на которых есть жетоны, затем даете каждому из них еще один жетон того типа, который у него уже имеется.)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{4}, {T}: Prolifere.]]></LOCALISED_TEXT>
    <COST mana_cost="{4}" type="Mana" />
    <COST type="TapSelf" />
    <FILTER filter_id="0">
      local filter = ClearFilter()
      filter:Add( FE_IS_PERMANENT, true )
    </FILTER>
    <FILTER filter_id="1">
      local filter = ClearFilter()
      filter:SetFilterType ( FILTER_TYPE_PLAYERS )
    </FILTER>
    <RESOLUTION_TIME_ACTION filter_id="1">
      if FilteredPlayer():GetTeam() ~= EffectController():GetTeam() then
       -- GetPlayerPoisonCounters is a custom function
       if GetPlayerPoisonCounters( FilteredPlayer() ) &gt; 0 then
         FilteredPlayer():AddPoisonCounters(1)
       end
      end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION filter_id="0">
      local suitable_counter_type = 0
      if FilteredCard():GetController():GetTeam() == EffectController():GetTeam() then
       suitable_counter_type = FilteredCard():GetBestOrWorstCounterType(1)
      else
       suitable_counter_type = FilteredCard():GetBestOrWorstCounterType(0)
      end
      if suitable_counter_type ~= 0 then
       FilteredCard():AddCounters(suitable_counter_type, 1)
      end
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AI_AVAILABILITY type="in_response" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
    <TRIGGER value="PLAYER_POISON_CHANGED">
      -- SetPlayerPoisonCounters is a custom function
      SetPlayerPoisonCounters( TriggerPlayer(), GetAmount() )
      return false
    </TRIGGER>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_TITLE_PROLIFERATE" body="MORE_INFO_BODY_PROLIFERATE" zone="ZONE_ANY" />
  <AI_BASE_SCORE score="750" zone="ZONE_HAND" />
</CARD_V2>
I used Kev's proliferate code from (I believe) Contagion Clasp, so in theory it should be fine, but obviously it has some issues...
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby thefiremind » 05 Aug 2013, 13:46

It's best practice to enclose the actions that use FilteredCard() or FilteredPlayer() into a nil check:
Code: Select all
    <RESOLUTION_TIME_ACTION filter_id="1">
      if FilteredPlayer()~= nil then
       -- everything that was already here
      end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION filter_id="0">
      if FilteredCard()~= nil then
       -- everything that was already here
      end
    </RESOLUTION_TIME_ACTION>
I don't know if it helps, though.

While you are at it, double check that GetPlayerPoisonCounters is actually defined somewhere. If it is, then maybe Ratava is missing that dependency.
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby Ratava » 06 Aug 2013, 17:30

hi
found a problem with Gift of Estates
even if you have equal or less lands than your enemy
you can play it
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby thefiremind » 06 Aug 2013, 17:52

Ratava wrote:hi
found a problem with Gift of Estates
even if you have equal or less lands than your enemy
you can play it
That's how it's supposed to work. It doesn't say "Cast Gift of Estates only if an opponent controls more lands than you". In that case, you can still cast it, but it won't do anything. Gatherer rulings say that, too.
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby Ratava » 06 Aug 2013, 17:59

yeah
youre right

you can play it
but the effect works
even if you have equal or less lands than your enemy

sry for the misunderstanding
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Re: BloodReyvyn's Mods 2014 [12 Decks]

Postby thefiremind » 06 Aug 2013, 18:29

Oh, that's a problem then.
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Re: BloodReyvyn's Mods 2014 [13 Decks]

Postby BloodReyvyn » 07 Aug 2013, 06:02

New deck is up, finally. Snakes and Gorgons pretty interesting aggro/control/ramp deck.

Gift of Estates and Contagion Clasp should be fixed now. :)
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