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2013




Thefiremind's DotP2013 DLC v9 (27/5/2013)
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by spakattack » 03 May 2013, 19:49
That's ok, I can still use your snow covered lands as regular lands, I really appreciate you making them, and I think they look as cool as ice, lol. Do you know of anywhere on here i can get a full xml of any triple land like "Savage Lands"? Just a simple one that has "blablabla enters the battlefield tapped." Savage Lands or any will do, I'll just make changes to suit whatever card I'm trying to do.thefiremind wrote:Snow mana doesn't work, so it's not possible. When I started to make snow lands I didn't know that yet.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by thefiremind » 04 May 2013, 10:15
Lands that produce more than one color all need approximations to be made (mana tokens, or an activated ability that lets you choose the color before actually using the land), and I don't use them.spakattack wrote:Do you know of anywhere on here i can get a full xml of any triple land like "Savage Lands"? Just a simple one that has "blablabla enters the battlefield tapped." Savage Lands or any will do, I'll just make changes to suit whatever card I'm trying to do.
I think you can find plenties of examples in other mods, though.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by KnowledgeJunkie7 » 09 May 2013, 07:09
Hey, I was just wondering what you use to get the preview pics of the deck boxes with the mana symbols in place- are you cutting those out from screenshots of the game?
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by thefiremind » 09 May 2013, 08:51
This is the process I'm still using (quoted from another topic):KnowledgeJunkie7 wrote:Hey, I was just wondering what you use to get the preview pics of the deck boxes with the mana symbols in place- are you cutting those out from screenshots of the game?
thefiremind wrote:I don't know if there's a shorter way to do it, but that's how I do it: I make a test deck with only the card I want to make as preview, then I run the test deck in a custom duel, I zoom in the card inside the opening hand and I take a screenshot. Then I crop the card from the screenshot and I paste it on the copy of an existing preview card, resizing as needed. Then I save it as TDX (using Paint.NET) and I make a copy of the card for each language (I copy the English preview on all languages, except for Italian because it's my language and so I make a real preview of the Italian version).
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by NEMESiS » 09 May 2013, 13:30
That's a lot of work. I personally use this deck creator:
viewtopic.php?f=99&t=8914
I simply add any random card just so that I can create a deck and then I simply download pictures from the internet and "drop" them where they are needed, create the deck and I am done. Its so much easier.
I don't make preview cards on different languages though but it should be as easy as making another deck with the card you need and once its created just steal the TDX image.
viewtopic.php?f=99&t=8914
I simply add any random card just so that I can create a deck and then I simply download pictures from the internet and "drop" them where they are needed, create the deck and I am done. Its so much easier.

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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by MisterBenn » 09 May 2013, 16:53
I came back here for the first time in ages and it's great to see there are many decks these days! Thanks so much for that, I've had great fun with the custom DLCs from you and a few other people.
I saw in your opening post you mentioned the AI playing Slime Molding for a 1/1 too many times. Did you try simply putting <AI_BASE_SCORE score="1500" zone="ZONE_HAND" /> into the card? So that the card won't get played unless at least that much board advantage is gained? I think a single 1/1 is rated much lower than that unless it helps prevent some other kind of emergency.
I saw in your opening post you mentioned the AI playing Slime Molding for a 1/1 too many times. Did you try simply putting <AI_BASE_SCORE score="1500" zone="ZONE_HAND" /> into the card? So that the card won't get played unless at least that much board advantage is gained? I think a single 1/1 is rated much lower than that unless it helps prevent some other kind of emergency.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by thefiremind » 09 May 2013, 18:02
At the moment it has a score of 600, but I don't think that raising it would help: during the tests, the AI sometimes spent the last 2 mana available to cast Slime Molding, and quite some turns were passed already.MisterBenn wrote:I saw in your opening post you mentioned the AI playing Slime Molding for a 1/1 too many times. Did you try simply putting <AI_BASE_SCORE score="1500" zone="ZONE_HAND" /> into the card? So that the card won't get played unless at least that much board advantage is gained? I think a single 1/1 is rated much lower than that unless it helps prevent some other kind of emergency.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by BloodReyvyn » 19 May 2013, 13:37
First off, since I just got this game and joined here, I'll say thanks for these decks. They are pretty cool.
I am having issues as far as one deck though: The suspend deck, "Time Travelers," I can't seem to suspend any cards at all, even with Hold Priority turned on. I tried double-clicking, right-click, keystrokes... No love for the suspend mechanic on my end. I am used to playing on a PS3 without mods so it's a little new to me as far as this game is concerned. (Modding isn't very new to me as I used to make mods for games a while back)
I am having issues as far as one deck though: The suspend deck, "Time Travelers," I can't seem to suspend any cards at all, even with Hold Priority turned on. I tried double-clicking, right-click, keystrokes... No love for the suspend mechanic on my end. I am used to playing on a PS3 without mods so it's a little new to me as far as this game is concerned. (Modding isn't very new to me as I used to make mods for games a while back)
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by thefiremind » 19 May 2013, 14:58
As I warned about on the first post, I couldn't code suspend in any other way than with an activated ability, even if I know that it shouldn't be like that. So you use it just like cycling, ninjutsu, transmute, etc.: zoom on the card and click on the suspend ability line.BloodReyvyn wrote:I am having issues as far as one deck though: The suspend deck, "Time Travelers," I can't seem to suspend any cards at all, even with Hold Priority turned on. I tried double-clicking, right-click, keystrokes...
Anyway, thanks for the input: sometimes explanations aren't clear enough and I can't notice it by myself. I added a small paragraph to the first post.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by BloodReyvyn » 19 May 2013, 17:12
Oh no, your post was clear, but it simply doesn't have the option to play it like cycling at all. The cycling cards all work great but the suspend cards just do nothing unless I cast them at their normal casting cost. Thanks for the speedy reply though. 
EDIT: Actually, now it looks like it is just Keldon Halberdier that doesn't seem to be working. It also seemed not to work with Rift Bolt for a long while, then it popped up after mousing over it like 20 times and I was able to click on the "Activate Ability" button.

EDIT: Actually, now it looks like it is just Keldon Halberdier that doesn't seem to be working. It also seemed not to work with Rift Bolt for a long while, then it popped up after mousing over it like 20 times and I was able to click on the "Activate Ability" button.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by thefiremind » 19 May 2013, 18:02
Are you aware that you can suspend cards only when you would be allowed to cast them normally? Creatures and sorceries can be suspended (and cast, of course) only during your turn's main phases when the stack is empty... unless you grant them flash somehow.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by BloodReyvyn » 20 May 2013, 02:50
Yeah I already knew that, still I can't suspend Keldon Halberdier. After ignoring it for that card, I realized I can suspend it at it's normal casting cost of (4)(R) instead of just one red mana.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by thefiremind » 20 May 2013, 08:32
Are you using other mods together with mine? I think someone could have tried to make a Keldon Halberdier from my initial experiments on suspend and you are probably seeing that instead of my final version.BloodReyvyn wrote:Yeah I already knew that, still I can't suspend Keldon Halberdier. After ignoring it for that card, I realized I can suspend it at it's normal casting cost of (4)(R) instead of just one red mana.
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Re: Thefiremind's DotP2013 DLC v8 (04/5/2013)
by BloodReyvyn » 20 May 2013, 10:52
I have a bunch of decks installed, so I will have to look through them and see if any other deck is using it.
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Re: Thefiremind's DotP2013 DLC v7 (18/02/2013)
by NEMESiS » 20 May 2013, 14:23
I want to come back to this issue from page 19. I am encountering the same problem as the previous poster. The +1/+1 "pumps" by Knight of New Alara are not being met from my play experience. I will look for the Script_log.txt tonight.thefiremind wrote:They all use the ColourCount function from GENERAL_FUNCTIONS.LOL. Either you are using my cards in another mod without including my LOL files, or you have another ColourCount function in another mod. Post your SCRIPT_LOG.TXT if you find it in the game directory.
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