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Re: BloodReyvyn's Mods 2014 v2.0

PostPosted: 16 Jul 2013, 06:06
by Xander9009
thefiremind wrote: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:).
Not sure if anyone else got around to testing this, so I just wanted to point out that it does in fact work.

Re: BloodReyvyn's Mods 2014 v4.0

PostPosted: 16 Jul 2013, 06:15
by BloodReyvyn
Awesome, one of my future decks is going to have serpents and such with Quest for Ula's Temple. :)

Re: BloodReyvyn's Mods 2014 v4.0

PostPosted: 16 Jul 2013, 08:35
by thefiremind
BloodReyvyn wrote:Awesome, one of my future decks is going to have serpents and such with Quest for Ula's Temple. :)
I always wanted to make a deck like that, but I always gave up because I would have really liked to have Stormtide Leviathan in it, which cannot be coded properly.

Re: BloodReyvyn's Mods 2014 v5.0

PostPosted: 19 Jul 2013, 07:55
by BloodReyvyn
New deck "Fists of Krosa" is up, along with an update to "Shadows of the Wastes" which now includes Cabal Coffers.

Don't forget to update the core :).

EDIT: I suppose I should note that Baru, Fist of Krosa and Wurmcalling will not create tokens larger than 40/40. Why or how you would need wurm tokens that big, I don't know (even with a 100-card deck 40 land might be a little much).

Re: BloodReyvyn's Mods 2014 v5.0

PostPosted: 19 Jul 2013, 08:28
by Xander9009
BloodReyvyn wrote:New deck "Fists of Krosa" is up, along with an update to "Shadows of the Wastes" which now includes Cabal Coffers.

Don't forget to update the core :).

EDIT: I suppose I should note that Baru, Fist of Krosa and Wurmcalling will not create tokens larger than 40/40. Why or how you would need wurm tokens that big, I don't know (even with a 100-card deck 40 land might be a little much).
You might find this useful. I made Mystic Genesis. Here's the result. As for the token, it's power and toughness are "*" but is otherwise exactly like any other token.

Code: Select all
   <SPELL_ABILITY>
---blahblahblah---
      <RESOLUTION_TIME_ACTION>
         local targetPT = EffectDC():Get_Int(1) --I set this in a previous resolution action
         MTG():PutPTTokensOntoBattlefield( "TOKEN_OOZE_X_X_G_909002", 1, EffectController(), targetPT, targetPT )
      </RESOLUTION_TIME_ACTION>
   </SPELL_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="TOKEN_OOZE_X_X_G_909002" />

Re: BloodReyvyn's Mods 2014 v5.0

PostPosted: 19 Jul 2013, 08:32
by thefiremind
I'll soon release a deck featuring Baru as well, so here's how I coded him, in case you need it:
Baru, Fist of Krosa abilities | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Forest enters the battlefield, green creatures you control get +1/+1 and gain trample until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une forêt arrive sur le champ de bataille, les créatures vertes que vous contrôlez gagnent +1/+1 et acquièrent le piétinement jusqu’à la fin du tour.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un bosque entre al campo de batalla, las criaturas verdes que controlas obtienen +1/+1 y ganan la habilidad de arrollar hasta el final del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Wald ins Spiel kommt, erhalten bis zum Ende des Zuges grüne Kreaturen, die du kontrollierst, +1/+1 und verursachen Trampelschaden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una Foresta entra nel campo di battaglia, le creature verdi che controlli prendono +1/+1 e hanno travolgere fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[いずれかの森が場に出るたび、あなたがコントロールする緑クリーチャーは、ターン終了時まで+1/+1の修整を受けるとともにトランプルを得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a Forest enters the battlefield, green creatures you control get +1/+1 and gain trample until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда в игру входит Лес, зелёные существа под вашим контролем получают +1/+1 и Пробивной удар до конца хода.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma Floresta entra no campo de batalha, criaturas verdes que você controla recebem +1/+1 e ganham atropelar até o final do turno.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
    return TriggerObject():GetSubType():Test(LAND_TYPE_FOREST)
    </TRIGGER>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_COLOUR, OP_IS, COLOUR_GREEN)
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
    <CONTINUOUS_ACTION layer="7C" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Add(1)
       characteristics:Toughness_Add(1)
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_TRAMPLE, 1)
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|Grandeur| — Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token onto the battlefield, where X is the number of lands you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|Majesté| — Défaussez-vous d’une autre carte appelée Barou, la Poigne de la Krosia : Mettez sur le champ de bataille un jeton de créature X/X verte Guivre, X étant le nombre de terrains que vous contrôlez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|Grandeza| Descartar otra carta llamada Baru, puño de Krosa: Pon en el campo de batalla una ficha de criatura Sierpe verde X/X, donde X es el número de tierras que controlas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|Erhabenheit| — Wirf eine andere Karte namens Baru, die Faust Krosas aus deiner Hand ab: Bringe einen X/X grünen Wurmspielstein ins Spiel, wobei X gleich der Anzahl der Länder ist, die du kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|Magnificenza| — Scarta un’altra carta chiamata Baru, Mano di Krosa: Metti sul campo di battaglia una pedina creatura Wurm X/X verde, dove X è il numero di terre che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[壮大 ― 他の「クローサの拳バルー」という名前のカードを1枚捨てる:緑のX/Xのワーム・クリーチャー・トークンを1体場に出す。Xはあなたがコントロールする土地の総数に等しい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|Grandeur| — Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token onto the battlefield, where X is the number of lands you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|Сила духа| — Сбросьте другую карту с именем Бару, Кулак Кроса: Положите одну фишку существа Х/Х зелёный Вурм в игру, где X — количество земель под вашим контролем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|Grandeza| — Descarte outro card chamado Baru, o Punho de Krosa: Coloque no campo de batalha uma ficha de criatura verde X/X do tipo Vorme, onde X é o número de terrenos que você controla.]]></LOCALISED_TEXT>
    <COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
    <COST_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_NAME, OP_IS, EffectSource() )
    filter:SetZone( ZONE_HAND, EffectController() )
    </COST_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    local total = filter:Count()
    MTG():PutPTTokensOntoBattlefield( "TOKEN_WURM_S_S_G_...", 1, EffectController(), total, total )
    </RESOLUTION_TIME_ACTION>
    <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <AI_AVAILABILITY type="in_response" response_source="1" />
    <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
    <AI_AVAILABILITY window_step="declare_attackers" 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>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_WURM_S_S_G_..." />
The token is just a Wurm token with */* (S = "Star") as P/T.

Re: BloodReyvyn's Mods 2014 v5.0

PostPosted: 19 Jul 2013, 08:37
by BloodReyvyn
Cool, I was trying to find a way to do that myself, but since there were no cards for me to look at I did it the long way. All of the tokens use the same art so it wasn't that hard, but doing it that way would have been a lot faster. Thanks :).

When I add a new deck or update the core I will probably use that technique instead on Baru and Wurmcalling just to eliminate the cap of 40 (though, like I said, I don't know when you would have 40 land in play or have 41+ mana available for wurmcalling anyway).

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 19 Jul 2013, 22:20
by BloodReyvyn
Another update, thanks to Riiak and TFM giving me some huge help. :D

The Ancients' Call deck added, along with 24 more cards to the Core. Fully Tested, no more crashing and online-ready. :)

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 19 Jul 2013, 22:36
by sumomole
Hoho, how you can make a so big core file?! You should compresses it when packing. :lol:

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 20 Jul 2013, 02:35
by BloodReyvyn
I was actually starting to wonder how to compress the wad when packing, I just figured I would hold off until it got over 100 MB, which obviously it has.

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 20 Jul 2013, 03:01
by sumomole
BloodReyvyn wrote:I was actually starting to wonder how to compress the wad when packing, I just figured I would hold off until it got over 100 MB, which obviously it has.
compress command is Gibbed.Duels.Pack.exe -c
You can use the attached file, change the path to yours, then drag folders you want to pack onto this file instead of Gibbed.Duels.Pack.exe, I forget who gave me this, let's thank him. :lol:

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 20 Jul 2013, 03:53
by Ratava
hi
i just played "Ancients Call" and its great
but theres a problem with "Simic Charm"

the +3/+3 and hexproof abilities worked
but you cant return a creature to its owners hand

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 20 Jul 2013, 04:53
by BloodReyvyn
Whoops I thought I fixed that error, be updating hopefully soon with a compressed core (if I can get it to work).

Hey, sumo, is there a guide somewhere for how exactly to use that batch file? I changed the path, but when I dropped the file on it, got BSOD :shock: Stack Overflow or something was the apparent cause... I tried to see if it would do it again, but it just does nothing when I drop a file on it now...

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 20 Jul 2013, 06:02
by BloodReyvyn
Okay, in the meantime I updated the Core Wad. Tested the Simic Charm and it works great now. Also fixed the Apprentice Wizard to actually cost {U} since I had forgotten that Mana_Ability blocks don't recognize costs other than "TapSelf."

Also, Baru, Fist of Krosa and Wurmcalling should have no more max limit as I used thefiremind's code on them, but haven't tested them yet.

EDIT: Test both Baru and Wurmcalling, they work perfectly. :)

Re: BloodReyvyn's Mods 2014 v6.0

PostPosted: 20 Jul 2013, 07:15
by Ratava
hi
found another bug with "Hellrider" in "Heavenly Hellfire"
if i attack he doesnt deal dmg to the defending player