Board index
Programs with AI or Rules Enforcement
Magic: The Gathering - Duels of the Planeswalkers
New MTG Cards and Decks (2010, 2012, 2013, 2014, 2015, Magic Duels)
2014




[11 decks] "Nostalgia Pack" mod
Moderator: CCGHQ Admins
36 posts
• Page 2 of 3 • 1, 2, 3
Re: [11 decks] "Nostalgia Pack" mod BETA
by Ratava » 14 Jul 2013, 22:50
hi
theres a false text in the "Eye of Shadows "final revels" choose-popup
it should be
"alle Kreaturen erhalten +2/+0 bis zum ende des Zuges"
"alle Kreaturen erhalten -0/-2 bis zum ende des Zuges"
but i dont know if its only in the german-version
theres a false text in the "Eye of Shadows "final revels" choose-popup
it should be
"alle Kreaturen erhalten +2/+0 bis zum ende des Zuges"
"alle Kreaturen erhalten -0/-2 bis zum ende des Zuges"
but i dont know if its only in the german-version
-
Ratava - Posts: 79
- Joined: 11 Jul 2013, 12:07
- Location: Germany
- Has thanked: 17 times
- Been thanked: 7 times
Re: [11 decks] "Nostalgia Pack" mod BETA
by GrovyleXShinyCelebi » 15 Jul 2013, 23:08
My querys don't support German, just English, French, Spanish, Italian, and I believe Portugese Sorry...
Also, is it possible I put a link to my stuff on the Duels of the Planeswalkers 2014 page in the wikis like a few other modders have already done, or do I need administrator permission or something?
Also, is it possible I put a link to my stuff on the Duels of the Planeswalkers 2014 page in the wikis like a few other modders have already done, or do I need administrator permission or something?
(in Duels 2014)
Duels 2012: viewtopic.php?f=109&t=12152
Duels 2013: viewtopic.php?f=109&t=12481&p=137458#p137458
Duels 2012: viewtopic.php?f=109&t=12152
Duels 2013: viewtopic.php?f=109&t=12481&p=137458#p137458
-
GrovyleXShinyCelebi - Posts: 294
- Joined: 12 Jun 2013, 18:23
- Has thanked: 14 times
- Been thanked: 37 times
Re: [11 decks] "Nostalgia Pack" mod BETA
by thefiremind » 15 Jul 2013, 23:09
The Wiki is open for any forum user to edit, as far as I know.GrovyleXShinyCelebi wrote:Also, is it possible I put a link to my stuff on the Duels of the Planeswalkers 2014 page in the wikis like a few other modders have already done, or do I need administrator permission or something?
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
-
thefiremind - Programmer
- Posts: 3515
- Joined: 07 Nov 2011, 10:55
- Has thanked: 118 times
- Been thanked: 722 times
Re: [11 decks] "Nostalgia Pack" mod BETA
by RiiakShiNal » 15 Jul 2013, 23:23
Like thefiremind, as far as I know the wiki is open for any forum user to edit and improve. I think it is actually preferred that we as forum users try to keep the wiki up-to-date and expand it where we can.thefiremind wrote:The Wiki is open for any forum user to edit, as far as I know.GrovyleXShinyCelebi wrote:Also, is it possible I put a link to my stuff on the Duels of the Planeswalkers 2014 page in the wikis like a few other modders have already done, or do I need administrator permission or something?
So go for it.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2188
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
Re: [11 decks] "Nostalgia Pack" mod
by GrovyleXShinyCelebi » 16 Jul 2013, 15:33
Alright, I've made a link to this mod on the wiki. I also updated another patch.
(in Duels 2014)
Duels 2012: viewtopic.php?f=109&t=12152
Duels 2013: viewtopic.php?f=109&t=12481&p=137458#p137458
Duels 2012: viewtopic.php?f=109&t=12152
Duels 2013: viewtopic.php?f=109&t=12481&p=137458#p137458
-
GrovyleXShinyCelebi - Posts: 294
- Joined: 12 Jun 2013, 18:23
- Has thanked: 14 times
- Been thanked: 37 times
Re: [11 decks] "Nostalgia Pack" mod
by BloodReyvyn » 19 Jul 2013, 09:44
Just an FYI, your Hidden Horror does not function remotely correctly.
You are supposed to have to discard a creature card, not just any card.
If you have no cards in hand, you should have to sac it immediately.
You should not be able to just hit cancel to cancel discarding a card and have the Hidden Horror stay on the battlefield.
I tried to base my Fallow Wurm on this code and ended up having to just about re-write it from scratch.
The code should look something similar to this:
I know there's a redundant filter in there right before it evaluates the player's choice, but it wasn't hurting anything so I left it alone, You can remove it if you want. I think I was originally going to make sure there was still a valid card in hand, but since the effect has already resolved, it became a pointless and redundant check, so that requirement was removed from the following "if" statement.
You are supposed to have to discard a creature card, not just any card.
If you have no cards in hand, you should have to sac it immediately.
You should not be able to just hit cancel to cancel discarding a card and have the Hidden Horror stay on the battlefield.
I tried to base my Fallow Wurm on this code and ended up having to just about re-write it from scratch.
The code should look something similar to this:
- Fallow Wurm | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="FALLOW_WURM_4514" />
<CARDNAME text="FALLOW_WURM" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fallow Wurm]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="4514" />
<ARTID value="4514" />
<ARTIST name="Stephen L. Walsh" />
<CASTING_COST cost="{2}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The wurm’s wake
—Elvish expression meaning
“ruined crops”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Wurm" />
<EXPANSION value="WL" />
<RARITY metaname="U" />
<POWER value="4" />
<TOUGHNESS value="4" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Wurm del Maggese entra nel campo di battaglia, sacrificalo a meno che tu scarti una carta terra.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, effectController)
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
local numlands = filter:Count()
if (effectController ~= nil and numlands > 0) then
effectController:BeginNewMultipleChoice()
effectController:AddMultipleChoiceAnswer( "CARD_QUERY_FALLOW_WURM_DISCARD" )
effectController:AddMultipleChoiceAnswer( "CARD_QUERY_FALLOW_WURM_SACRIFICE" )
effectController:AskMultipleChoiceQuestion( "CARD_QUERY_FALLOW_WURM_QUESTION", TriggerObject() )
else
effectController:Sacrifice( EffectSource() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController())
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
local effectController = EffectController()
local result = effectController:GetMultipleChoiceResult()
if result == 0 then
filter = ClearFilter()
if effectController ~= nil then
filter:SetZone( ZONE_HAND, effectController)
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
effectController:SetItemCount( 1 )
for i = 0,(1-1) do
effectController:SetItemPrompt (i, "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
end
effectController:ChooseItems( EffectDC():Make_Targets(1) )
end
else
effectController:Sacrifice( EffectSource() )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
if EffectController():GetMultipleChoiceResult() == 0 then
local player = EffectController()
if player ~= nil then
for i = 0,(1-1) do
local target_card = EffectDC():Get_Targets(1):Get_CardPtr(i)
if target_card ~= nil then
target_card:Discard()
end
end
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
I know there's a redundant filter in there right before it evaluates the player's choice, but it wasn't hurting anything so I left it alone, You can remove it if you want. I think I was originally going to make sure there was still a valid card in hand, but since the effect has already resolved, it became a pointless and redundant check, so that requirement was removed from the following "if" statement.
"There's an experience worse than blindness - it's the certainty that your vision is perfect and the horror that there's no world around you to see."
-
BloodReyvyn - Posts: 421
- Joined: 19 May 2013, 13:29
- Has thanked: 53 times
- Been thanked: 40 times
Re: [11 decks] "Nostalgia Pack" mod
by NEMESiS » 19 Jul 2013, 12:41
Note, Allied Strategies does not work.
-
NEMESiS - Posts: 460
- Joined: 03 Jan 2013, 04:02
- Location: Pools of Becoming
- Has thanked: 70 times
- Been thanked: 21 times
Re: [11 decks] "Nostalgia Pack" mod
by tojammot » 19 Jul 2013, 13:48
The file for skidrow's users is offline. Can you reupload please?
Re: [11 decks] "Nostalgia Pack" mod
by NEMESiS » 21 Jul 2013, 14:50
Also, Seer's Sundial does not work, while it asks for
is does not actually tap the land. BTW, I am not sure if it was on purpose or not but the original deck was called Machinations not Machinisms.
Edit: Howling Mine does not work either.
Edit2: Captain of the Watch doesn't put tokens in the battlefield and its supposed to be a 3/3 not 2/2.
Edit3: The AI for some reason casts The Rack on itself.

Edit: Howling Mine does not work either.
Edit2: Captain of the Watch doesn't put tokens in the battlefield and its supposed to be a 3/3 not 2/2.
Edit3: The AI for some reason casts The Rack on itself.
-
NEMESiS - Posts: 460
- Joined: 03 Jan 2013, 04:02
- Location: Pools of Becoming
- Has thanked: 70 times
- Been thanked: 21 times
Re: [11 decks] "Nostalgia Pack" mod
by ProdigyToby » 24 Jul 2013, 04:33
The only deck I can get to show up is Ancient wilds
- ProdigyToby
- Posts: 16
- Joined: 16 Oct 2012, 00:47
- Has thanked: 0 time
- Been thanked: 0 time
Re: [11 decks] "Nostalgia Pack" mod
by Vulasuw » 25 Jul 2013, 16:02
I was able to fix this card. The following things were done:NEMESiS wrote:Edit2: Captain of the Watch doesn't put tokens in the battlefield and its supposed to be a 3/3 not 2/2.
Changed the Multiverse ID of the Soldier Token to the same value. It's either 950384 or 959384. They must be the exact same.
Captain of the Watch is actually 3/3. Edited the card XML and changed the Power/Toughness values to 3/3, instead of 2/2
Captain of the Watch's other ability actually adds +2/+2 to other Soldier creatures. Changed this value to +1/+1 as it should.
- Attachments
-
CARDS.rar
- (2.93 KiB) Downloaded 445 times
Re: [11 decks] "Nostalgia Pack" mod
by bsaurer » 26 Jul 2013, 02:06
bump... could someone please upload this file I'd love to play some of these decks again.tojammot wrote:The file for skidrow's users is offline. Can you reupload please?
Re: [11 decks] "Nostalgia Pack" mod
by RiiakShiNal » 26 Jul 2013, 02:11
That file was probably the 3DM crack that sumomole uploaded due to the problem with having 10 or more decks with always_available="true" in content_pack="0" causes a crash clicking on the "Ignite Your Spark" screen (3DM crack doesn't have that problem). If our custom decks are put into a content_pack other than 0 then we have no limitation and everything works fine regardless of what version of the game we are using.bsaurer wrote:bump... could someone please upload this file I'd love to play some of these decks again.tojammot wrote:The file for skidrow's users is offline. Can you reupload please?
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2188
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
Re: [11 decks] "Nostalgia Pack" mod
by bsaurer » 26 Jul 2013, 22:44
Thanks for the reply, can you explain how to put the decks into a content_pack?RiiakShiNal wrote:That file was probably the 3DM crack that sumomole uploaded due to the problem with having 10 or more decks with always_available="true" in content_pack="0" causes a crash clicking on the "Ignite Your Spark" screen (3DM crack doesn't have that problem). If our custom decks are put into a content_pack other than 0 then we have no limitation and everything works fine regardless of what version of the game we are using.bsaurer wrote:bump... could someone please upload this file I'd love to play some of these decks again.tojammot wrote:The file for skidrow's users is offline. Can you reupload please?
Re: [11 decks] "Nostalgia Pack" mod
by RiiakShiNal » 27 Jul 2013, 02:41
Typically that is done by the creator of the mod as it involves putting Content Pack Enabling XML into a header of one of the wads that starts with DATA_DLC_ (typically the core wad of the mod, or if using my Deck Builder it is automatically generated as Data_DLC_####_Content_Pack_Enabler.wad). Then all decks to be put into that content pack have the content_pack attribute changed to refer to the specified content pack (in the enabling XML). Then everything is packed into their respective wads and done.bsaurer wrote:Thanks for the reply, can you explain how to put the decks into a content_pack?
For this particular mod you would first need to unpack it, change the content_pack attribute in all playable decks (you can ignore land pools and unlocks) to something like content_pack="500" which would make the deck tags look something like this:
- Code: Select all
<DECK uid="50000" personality="D14_PERSONALITY_500_KOTH.XML" deck_box_image="D14_50000_STRENGTH_OF_STONE_DECK_IMAGE" deck_box_image_locked="locked" content_pack="500" always_available="true" is_red="true" cheat_menu_filter_deck_type="Standard" tus_save_data_id="50000" ios_id_1="D14_DECK_UNLOCK_1" ios_id_2="D14_DECK_FOIL_1" steam_id_1="213850" steam_id_2="213850" android_id_1="d14_deck_unlock_01" android_id_2="d14_deck_foil_01" cheat_menu_filter_datapool="D14" name_tag="D14_50000_STRENGTH_OF_STONE" description_tag="D14_50000_STRENGTH_OF_STONE_DESCRIPTION">
- Code: Select all
<?xml version="1.0"?>
<WAD_HEADER>
<ENTRY platform="ALL" source="Data_Decks_50000/DATA_ALL_PLATFORMS/" alias="Content" order="3" />
<ENTRY platform="TOUCH" source="Data_Decks_50000/DATA_TOUCH/" alias="Content" order="4" />
<ENTRY platform="PC" source="Data_Decks_50000/DATA_PC/" alias="Content" order="5" />
<ENTRY platform="X360" source="Data_Decks_50000/DATA_X360/" alias="Content" order="5" />
<ENTRY platform="PS3" source="Data_Decks_50000/DATA_PS3/" alias="Content" order="5" />
<ENTRY platform="IPAD" source="Data_Decks_50000/DATA_IPAD/" alias="Content" order="5" />
<CONTENTPACK UID="500">
<PD_SECTION>
<APP_ID ID="213850" />
</PD_SECTION>
<CONTENTFLAGS>
<AVATAR_CONTENT />
<DECK_CONTENT />
<GLOSSARY_CONTENT />
<UNLOCK_CONTENT />
</CONTENTFLAGS>
</CONTENTPACK>
</WAD_HEADER>
NOTE: If there are 2 or more wads with content pack enabling XML for the same content pack UID then all decks in that content pack will be multiplied in the in-game manager by the number of copies of the enabling XML. To remove excess copies of decks, remove the excess copies of the enabling XML.
Just getting started: Xander9009's DotP 2014 Community Wad
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
Need a deck builder: DotP 2014 Deck Builder
Problems Modding: DotP 2014 Frequent Modding Mistakes
- RiiakShiNal
- Programmer
- Posts: 2188
- Joined: 16 May 2011, 21:37
- Has thanked: 75 times
- Been thanked: 497 times
36 posts
• Page 2 of 3 • 1, 2, 3
Who is online
Users browsing this forum: No registered users and 1 guest