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2014




BloodReyvyn's Mods 2014 [34 Decks]
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 13 Jul 2013, 14:29
Well, the core has been updated (I did remove the incomplete cards to my HDD for the time being, until they are finished at any rate) and I added a new Green/Black Zombie Scavenger deck. Enjoy!
(You may notice that Glissa is in the Core, but not in the deck. I originally intended this to be a zombie equipment deck, but well I never got around to the equipment. LOL So, she should be fully functioning if you wish to use her.)
(You may notice that Glissa is in the Core, but not in the deck. I originally intended this to be a zombie equipment deck, but well I never got around to the equipment. LOL So, she should be fully functioning if you wish to use her.)
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Re: BloodReyvyn's Mods 2014 v3.0
by Jujj1 » 13 Jul 2013, 18:36
Thanks for the quick reply and the update that followed afterwards ^-^
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 13 Jul 2013, 23:51
NP, I will be updating again later today as I made a new deck box image, but apparently I never converted it and added it to the deck. I found another bug (Jarad's ability doesn't make opponents lose life and his return to hand ability can currently be played when he's in play...) so I am going to fix him before I update.
EDIT: Fixed the links and hopefully all is well now.
EDIT: Fixed the links and hopefully all is well now.

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Re: BloodReyvyn's Mods 2014 v2.0
by jacque » 14 Jul 2013, 03:30
No biggie... Glad to be of help spotting these for ya... I mean that's the least I can do for doing nothing xD
BloodReyvyn wrote: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 v3.0
by BloodReyvyn » 14 Jul 2013, 10:59
Need a little help here if anyone is interested. I have been getting a lot of these errors since I started coding my first Token cards: https://www.dropbox.com/s/j2f5cd7hykifw ... rt2014.png
I have updated my core wad in the OP and here is the new deck in it's pretty naked state as it sits now: https://www.dropbox.com/s/uwifff9zz34a2 ... 005_ST.zip
Just FYI, you will need Riiak's Mana Functions or this won't work as I used them to make an Eldrazi Spawn token.
Things were just fine until I added Godsire. Now it crashes with the same error as soon as I try to start a match with the deck, even after removing Godsire and its token from the core wad. My biggest issue is there is no dump file, so I have no clue what is causing the crashes...
I have updated my core wad in the OP and here is the new deck in it's pretty naked state as it sits now: https://www.dropbox.com/s/uwifff9zz34a2 ... 005_ST.zip
Just FYI, you will need Riiak's Mana Functions or this won't work as I used them to make an Eldrazi Spawn token.
Things were just fine until I added Godsire. Now it crashes with the same error as soon as I try to start a match with the deck, even after removing Godsire and its token from the core wad. My biggest issue is there is no dump file, so I have no clue what is causing the crashes...
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Re: BloodReyvyn's Mods 2014 v3.0
by thefiremind » 14 Jul 2013, 11:21
The LAND_POOL XML should be called D14_MULTIPLICITY_LAND_POOL, not D14_MULTIPLICITY_POOL, and it should include all the basic land types you need, not just Plains.
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Re: BloodReyvyn's Mods 2014 v3.0
by Xander9009 » 14 Jul 2013, 11:28
BloodReyvyn wrote:Need a little help here if anyone is interested. I have been getting a lot of these errors since I started coding my first Token cards: https://www.dropbox.com/s/j2f5cd7hykifw ... rt2014.png
I have updated my core wad in the OP and here is the new deck in it's pretty naked state as it sits now: https://www.dropbox.com/s/uwifff9zz34a2 ... 005_ST.zip
Just FYI, you will need Riiak's Mana Functions or this won't work as I used them to make an Eldrazi Spawn token.
Things were just fine until I added Godsire. Now it crashes with the same error as soon as I try to start a match with the deck, even after removing Godsire and its token from the core wad. My biggest issue is there is no dump file, so I have no clue what is causing the crashes...
Even when I changed the name of the mana pool, it still crashed. It stopped crashing when I removed Dragonmaster Outcast. When I made a deck with only Dragonmaster Oucast, that deck crashed as well.thefiremind wrote:The LAND_POOL XML should be called D14_MULTIPLICITY_LAND_POOL, not D14_MULTIPLICITY_POOL, and it should include all the basic land types you need, not just Plains.
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 14 Jul 2013, 11:39
OMFG guys I am so dense sometimes... I accidentally forgot to change the Card Name line in the dragon token associated with the outcast... 

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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 15 Jul 2013, 02:46
Well, still having crashing issues with the same BS memory dump message, but now it's only if I try to leave the game I am playing or after a match is over... and occasionally when I try to bring up the menu to exit.
Not really sure where to look for errors at this point...
Not really sure where to look for errors at this point...
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 15 Jul 2013, 08:41
Okay I found the dump files. Weird that it makes it's own directory in My Documents instead of putting it in the Steam folder where it said they would be...
Anyway, how do I open a .dmp file to look at it?
Anyway, how do I open a .dmp file to look at it?
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 15 Jul 2013, 09:55
Yay, now I am also getting another crash at seemingly completely random times...
Here's the info from that CTD:
Here's the info from that CTD:
- Code: Select all
Problem signature:
Problem Event Name: APPCRASH
Application Name: DotP_D14.exe
Application Version: 0.0.0.0
Application Timestamp: 51afdf27
Fault Module Name: DotP_D14.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 51afdf27
Exception Code: c0000005
Exception Offset: 003160ab
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
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Re: BloodReyvyn's Mods 2014 v3.0
by RiiakShiNal » 15 Jul 2013, 12:03
You can open the mini-dump files using Visual Studio, though it doesn't really give a lot of information that will help us since we don't have the game source.BloodReyvyn wrote:Anyway, how do I open a .dmp file to look at it?
I usually get crashes like this when I forget to include the TOKEN_REGISTRATION for the token(s) I am creating with a card. Also if you have a card that creates tokens that create other tokens then all the tokens that can potentially be created need to be registered on the card that creates the original token. For example I just recently coded Awakening Zone which creates Eldrazi Spawn tokens which in turn create colourless mana tokens. To keep it from crashing I had to register both the Eldrazi Spawn tokens and the colourless mana tokens on Awakening Zone.BloodReyvyn wrote:Well, still having crashing issues with the same BS memory dump message, but now it's only if I try to leave the game I am playing or after a match is over... and occasionally when I try to bring up the menu to exit.
That CTD that you listed has code c0000005 which is trying to reference a null pointer (the kind of error I get when I forget the TOKEN_REGISTRATION), though it could be something else as well since null pointer errors are quite common in C++ code.
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 15 Jul 2013, 12:18
Ahhhhh well I did make an Eldrazi Spawn token for Growth Spasm, but I put the token registration in the token itself. Will the game not recognize it if it is on a token card?
Also, do I have to change the registration="1" to a different number? So far I have just been copy > pasting the line and changing the token name.
Also, do I have to change the registration="1" to a different number? So far I have just been copy > pasting the line and changing the token name.
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Re: BloodReyvyn's Mods 2014 v3.0
by RiiakShiNal » 15 Jul 2013, 12:28
Nope, the game won't recognize it on tokens (I tried too).BloodReyvyn wrote:Ahhhhh well I did make an Eldrazi Spawn token for Growth Spasm, but I put the token registration in the token itself. Will the game not recognize it if it is on a token card?
No, it seems 1 works the best I tried different numbers in DotP 2013, but all other numbers except 1 caused problems and since DotP 2014 is just the 2013 engine updated I don't expect changes there.BloodReyvyn wrote:Also, do I have to change the registration="1" to a different number? So far I have just been copy > pasting the line and changing the token name.
I also just copy and paste that line and change the token name (it's easier than retyping it).
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Re: BloodReyvyn's Mods 2014 v3.0
by BloodReyvyn » 15 Jul 2013, 12:54
Awesome, I am very grateful. I tested it after adding the mana token registration and no crash even after the match.
Thanks a ton man.
Thanks a ton man.

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