It is currently 18 Jul 2025, 23:44
   
Text Size

BloodReyvyn's Mods 2014 [34 Decks]

Moderator: CCGHQ Admins

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby Bhrask » 25 Jul 2013, 22:00

First of all, great work with these decks and introducing new cards :D

However, I found some bugs on some of them, which follow:

>Silverblade Paladin - Soulbond does nothing. I can choose a target for soulbond when this card enters play and whenever another creatures comes into play after this card is on the battlefield. Nothing happens.

>Karoo - Mana generation doesn't work properly (the rest is fine). For example, if I have 2 plains and this card untapped, I cannot cast 3/4 mana cards. Oh, and I can tap it, but nothing happens. You should also check the other lands similar to this one, the bug is the same (don't remember their names, sorry!)

>Jungle Shrine / Jungle Basin - Mana regen doesn't work properly. It seems to only work for uncolored mana.

>Putrefy - Can't cast on own creatures. It may seem a minor bug, but I wanted to pull a combo (don't remember which one) by killing one of my creatures and couldn't do that.

>Eldrazi Spawn - Can't use their ability to generate mana. I can manually sacrifice them, but nothing happens.

>Duergar Hedge-Mage - Can't destroy enchantments. I can choose a target, the animation runs but the enchantment isn't destroyed. The artifacts effect is working.

>Selesnya Charm - First ability can't be cast on self creatures (the +2/+2 trample one), second one can't be targeted. The last one works, though.

Oh, and most of your cards' "ingame text" is bracketed and underscored (like Silverblade Paladin). But still playable, of course!

Once again, awesome job with all this. Looking forward for the fixes and more decks, hehe :P
User avatar
Bhrask
 
Posts: 13
Joined: 25 Jul 2013, 21:50
Location: Porto, Portugal
Has thanked: 4 times
Been thanked: 0 time

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby BloodReyvyn » 25 Jul 2013, 22:55

You need to download Riiak's manual mana functions for those mana abilities to work, and you do have to tap them manually.

As far as not being able to target your own creatures, I don't have any problems there but I will play the decks again and see if I can get it to not allow me to target my own things.

Fixes for Duergar Hedge-Mage and Selesnya Charm's second ability were easy and will be up later this evening.
"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."
User avatar
BloodReyvyn
 
Posts: 421
Joined: 19 May 2013, 13:29
Has thanked: 53 times
Been thanked: 40 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby RiiakShiNal » 25 Jul 2013, 23:41

The not being able to target your own creatures may be related to "Simplified Targeting" and targeting hints, try turning "Simplified Targeting" off in the settings and see if that helps.
RiiakShiNal
Programmer
 
Posts: 2188
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby BloodReyvyn » 25 Jul 2013, 23:55

Selesnya Charm seems to be working fine... | Open
Image
Image
Image
Image


Targetting my own creature with Putrefy... | Open
Image
Image


Silverblade Paladin is working perfectly for me, not sure if simplified targeting would mess that up.

Duergar Hedge-Mage is fixed.

Also did an update to the text permanent file to add proper unbracketed text for Soulbond, Populate, and my Exile a target creature (I'm sure I could have just gone and copied from Brittle Effigy, but whatever).
"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."
User avatar
BloodReyvyn
 
Posts: 421
Joined: 19 May 2013, 13:29
Has thanked: 53 times
Been thanked: 40 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby BloodReyvyn » 26 Jul 2013, 02:54

So... I have been trying to figure out why I cannot save my decks but can save everyone else's decks just fine... So I was looking into content_pack="0" and noticed that the game can crash if there are more than 10 decks with content_pack="0"...

Since no one has reported this crashing their game, I had never bothered changing mine until today. I figured maybe I needed my own content pack # to get my unlocks to save, but even if I put always_available="true" after changing the content pack, the decks do not show up in-game at all. What am I doing wrong there?

Obviously it works for others (I opened quite a few other mods and had a peek) without a hitch, but I apparently am not allowed to use this function?

EDIT: And yes I noticed my Putrefy still asks to destroy an artifact or enchantment rather than an artifact or creature, will be fixed soon.
"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."
User avatar
BloodReyvyn
 
Posts: 421
Joined: 19 May 2013, 13:29
Has thanked: 53 times
Been thanked: 40 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby thefiremind » 26 Jul 2013, 08:32

RiiakShiNal wrote:The not being able to target your own creatures may be related to "Simplified Targeting" and targeting hints, try turning "Simplified Targeting" off in the settings and see if that helps.
That's for sure, but I'd suggest BloodReyvyn to be careful about the AI_SIMPLIFIED_TARGETING tags and give them the right parameter according to what the spell/ability does (HINT_ENEMY_ONLY for things that you want to do to the opponents 99% of the times, HINT_ALLIED_ONLY for things that you want to do to the allies 99% of the times, and without "_ONLY" when the percentage is lower :wink:).
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 722 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby RiiakShiNal » 26 Jul 2013, 12:03

BloodReyvyn wrote:So... I have been trying to figure out why I cannot save my decks but can save everyone else's decks just fine... So I was looking into content_pack="0" and noticed that the game can crash if there are more than 10 decks with content_pack="0"...

Since no one has reported this crashing their game, I had never bothered changing mine until today. I figured maybe I needed my own content pack # to get my unlocks to save, but even if I put always_available="true" after changing the content pack, the decks do not show up in-game at all. What am I doing wrong there?

Obviously it works for others (I opened quite a few other mods and had a peek) without a hitch, but I apparently am not allowed to use this function?
It just means that you haven't put in the Content Pack Enabling XML into a wad that starts with DATA_DLC_ (it only gets recognized that way). Also you should only include the enabling XML once otherwise you will see multiple copies of decks in the in-game deck manager.

Enabling XML for reference (it goes in a WAD_HEADER, content pack uid needs to be changed to match your content_pack):
Code: Select all
   <CONTENTPACK UID="1234">
      <PD_SECTION>
         <APP_ID ID="213850" />
      </PD_SECTION>
      <CONTENTFLAGS>
         <AVATAR_CONTENT />
         <DECK_CONTENT />
         <GLOSSARY_CONTENT />
         <UNLOCK_CONTENT />
      </CONTENTFLAGS>
   </CONTENTPACK>
RiiakShiNal
Programmer
 
Posts: 2188
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby BloodReyvyn » 26 Jul 2013, 18:39

hmmmm Oh well, thanks for the info, but it didn't work. Still can't save any of my deck setups. :(
"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."
User avatar
BloodReyvyn
 
Posts: 421
Joined: 19 May 2013, 13:29
Has thanked: 53 times
Been thanked: 40 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby RiiakShiNal » 26 Jul 2013, 18:45

BloodReyvyn wrote:hmmmm Oh well, thanks for the info, but it didn't work. Still can't save any of my deck setups. :(
You probably can't save the deck setups because you have hit the maximum saved configurations in your profile (we don't know how to fix that).
RiiakShiNal
Programmer
 
Posts: 2188
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby BloodReyvyn » 27 Jul 2013, 02:17

I doubt that is the case, I was having issues when I only had 5 decks changed. So, unless they shipped the game only being able to save half of the decks set-up... :P

Anyway, it's a minor annoyance so it's fine.
"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."
User avatar
BloodReyvyn
 
Posts: 421
Joined: 19 May 2013, 13:29
Has thanked: 53 times
Been thanked: 40 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby RiiakShiNal » 27 Jul 2013, 02:44

Well one way to find out would be to examine your profile to see just how many configurations are stored.
RiiakShiNal
Programmer
 
Posts: 2188
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby LycaNinja » 27 Jul 2013, 05:26

- Dredge doesn't seem to be activate-able.
- Ghoultree doesn't lose mana cost with creatures being in the graveyard.
- Lands have that annoying "Tap: Add X to your mana pool." thing on them which counts as an activated ability.
- Default deck isn't fast at all.

That's just from one game testing it...
User avatar
LycaNinja
 
Posts: 15
Joined: 27 Jul 2013, 02:29
Has thanked: 3 times
Been thanked: 0 time

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby RiiakShiNal » 27 Jul 2013, 12:01

LycaNinja wrote:- Lands have that annoying "Tap: Add X to your mana pool." thing on them which counts as an activated ability.
This is from my Manual Mana Functions mod which allows many things that the default auto-tapping the game has doesn't allow. For example you have a single untapped forest in play, none in hand, an Arbor Elf in play and an Elvish Warrior in hand. Under the game's default auto-tapping method you can't play Elvish Warrior because you can't get enough mana at one time even though you have the Arbor Elf. Using the Manual Tap method you can tap the forest for {G} then untap it with the Arbor Elf and Tap it for {G} again giving you enough mana to cast Elvish Warrior.

Another example would be along the lines of you have an untapped Sol Ring in play and you have The Rack and a Basilisk Collar in your hand. Using the default auto-tapping method you can only cast one of those cards because the mana ability can only be used once and the game does not maintain a mana pool. Using the Manual Tap method you can tap the Sol Ring to produce {2} and then cast both The Rack and Basilisk Collar.

Also there are mana abilities that can't be coded using the game's auto-tapping feature because the game only recognizes TapSelf as a cost for mana abilities. So making cards like Adarkar Wastes is not possible using the auto-tapping system. Cards like Mana Flare are also not possible under the auto-tapping system due to functionality that is missing from the auto-tapping system that I have built into the Manual Tap system.

If you have a better system then I'm all ears.
RiiakShiNal
Programmer
 
Posts: 2188
Joined: 16 May 2011, 21:37
Has thanked: 75 times
Been thanked: 497 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby BloodReyvyn » 27 Jul 2013, 16:27

LycaNinja wrote:- Dredge doesn't seem to be activate-able.
- Ghoultree doesn't lose mana cost with creatures being in the graveyard.
- Lands have that annoying "Tap: Add X to your mana pool." thing on them which counts as an activated ability.
- Default deck isn't fast at all.

That's just from one game testing it...
- Dredge isn't an activated ability, it triggers whenever you would draw a card.

- Ghoultree is temperamental. I copied the code from tfm's mod and his works fine. Mine seems to be hit and miss. I'll keep screwing with it until it stays correct.

- Can't do anything about the manual mana tapping functions. It's that or just don't use them at all, which can work in most builds. With the lands that add {1} and a colorless, I could maybe make them auto-tap, but I know for-sure that some of the dual lands can be weird at times and give you infinite mana without tapping at all with some spells.

- The default decks all only have 20 lands, yes they can be a little slow with so few lands. Maybe I should put a post in the OP letting people know this... I put extra spells in these decks because the AI seems to have no problem with only 20 lands anyway (90% of the time) and it allows you to start tweaking the deck, at least a small amount, right away if you are the type that likes to reset the deck to default and unlock everything.
"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."
User avatar
BloodReyvyn
 
Posts: 421
Joined: 19 May 2013, 13:29
Has thanked: 53 times
Been thanked: 40 times

Re: BloodReyvyn's Mods 2014 [9 Decks]

Postby thefiremind » 27 Jul 2013, 16:42

BloodReyvyn wrote:- Ghoultree is temperamental. I copied the code from tfm's mod and his works fine. Mine seems to be hit and miss. I'll keep screwing with it until it stays correct.
When you copy an ability, be sure to copy everything... you forgot replacement_effect="1".
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
User avatar
thefiremind
Programmer
 
Posts: 3515
Joined: 07 Nov 2011, 10:55
Has thanked: 118 times
Been thanked: 722 times

PreviousNext

Return to 2014

Who is online

Users browsing this forum: No registered users and 8 guests

Main Menu

User Menu

Our Partners


Who is online

In total there are 8 users online :: 0 registered, 0 hidden and 8 guests (based on users active over the past 10 minutes)
Most users ever online was 7303 on 15 Jul 2025, 20:46

Users browsing this forum: No registered users and 8 guests

Login Form