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2014




Formal Request Thread
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Re: Formal Request Thread
by zysron » 16 Mar 2015, 21:49
ok the next post wont be fore a couple of days i'm going to go through all my cards and the comunity wad and will post them all at once most of these are ... about 2013 core and older.
should i post each version ie Vivid Craig / Vivid Creek or can i post one for an example for the rest that follow?
also i'm pretty sure i can guess why a card like
Mindslaver
isnt in the wad being its takeing over an opponents turn... might not work so well or if it does work will be some very heavy coding to get it to work right...
but yes i have scrwed up someones whole plan with a this...
ok last edit then i get to work
your gonna see some cards you are going to want to play with... some will be easily possible others may not be but i have to at least state one more card on this post
Doubling Cube
should i post each version ie Vivid Craig / Vivid Creek or can i post one for an example for the rest that follow?
also i'm pretty sure i can guess why a card like
Mindslaver
isnt in the wad being its takeing over an opponents turn... might not work so well or if it does work will be some very heavy coding to get it to work right...
but yes i have scrwed up someones whole plan with a this...
ok last edit then i get to work
your gonna see some cards you are going to want to play with... some will be easily possible others may not be but i have to at least state one more card on this post
Doubling Cube
Re: Formal Request Thread
by Zambooo » 16 Mar 2015, 22:34
zysron wrote:did a quick search before asking.. didnt want to repost... there are a few cards i would like to see
quest for the goblin lord (R)
enchantment
whenever a goblin creature enters the battlefield put a quest counter on *
when there are 5 or more quest counters creatures you control get +2+0
/
(this one i love)
mayael's aria (R)(G)(W)
enchantment
at the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with the power of 5 or greater. then you gain 10 life if you control a creature with the power 10 or greater. then you win the game if you control a creature with the power 20 or greater.
be a heavy code for a card but those who know of it would use it ... when they can
will post more cards i use later as i find them
- Mayael’s Aria | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="MAYAELS_ARIA_283180620" />
<CARDNAME text="MAYAELS_ARIA" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Mayael’s Aria]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Aria de Mayael]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aria de Mayael]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mayaels Arie]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aria di Mayael]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[メイエルのアリア]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Mayael’s Aria]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ария Майел]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aria de Mayael]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="283180620" />
<ARTID value="A283180620" />
<ARTIST name="Steve Argyle" />
<CASTING_COST cost="{R}{G}{W}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="ARB" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, mettez un marqueur +1/+1 sur chaque créature que vous contrôlez si vous contrôlez une créature de force supérieure ou égale à 5. Vous gagnez ensuite 10 points de vie si vous contrôlez une créature de force supérieure ou égale à 10. Vous gagnez ensuite la partie si vous contrôlez une créature de force supérieure ou égale à 20.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, pon un contador +1/+1 sobre cada criatura que controlas si controlas una criatura con fuerza de 5 o más. Luego ganas 10 vidas si controlas una criatura con fuerza de 10 o más. Luego ganas el juego si controlas una criatura con fuerza de 20 o más.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Lege zu Beginn deines Versorgungssegments eine +1/+1-Marke auf jede Kreatur, die du kontrollierst, falls du eine Kreatur mit Stärke 5 oder mehr kontrollierst. Dann erhältst du 10 Lebenspunkte dazu, falls du eine Kreatur mit Stärke 10 oder mehr kontrollierst. Dann gewinnst du das Spiel, falls du eine Kreatur mit Stärke 20 oder mehr kontrollierst.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, metti un segnalino +1/+1 su ogni creatura che controlli, se controlli una creatura con forza pari o superiore a 5. Poi guadagni 10 punti vita, se controlli una creatura con forza pari o superiore a 10. Poi vinci la partita, se controlli una creatura con forza pari o superiore a 20.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、あなたがパワーが5以上のクリーチャーをコントロールしているなら、あなたがコントロールする各クリーチャーにそれぞれ+1/+1カウンターを1個置く。 その後、あなたがパワーが10以上のクリーチャーをコントロールしているなら、あなたは10点のライフを得る。 その後、あなたがパワーが20以上のクリーチャーをコントロールしているなら、あなたはこのゲームに勝利する。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки положите жетон +1/+1 на каждое существо под вашим контролем, если под вашим контролем есть существо с силой 5 или больше. Затем вы получаете 10 жизней, если под вашим контролем есть существо с силой 10 или больше. Затем вы одерживаете победу, если под вашим контролем есть существо с силой 20 или больше.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, coloque um marcador +1/+1 em cada criatura que você controla se controlar uma criatura com poder maior ou igual a 5. Depois, você ganhará 10 pontos de vida se controlar uma criatura com poder maior ou igual a 10. Em seguida, você ganhará o jogo se controlar uma criatura com poder maior ou igual a 20.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
</FILTER>
<RESOLUTION_TIME_ACTION filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_POWER, OP_GREATER_THAN_OR_EQUAL_TO, 5)
if filter:CountStopAt(1) == 1 then
if FilteredCard() ~= nil then
FilteredCard():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_POWER, OP_GREATER_THAN_OR_EQUAL_TO, 10)
if filter:CountStopAt(1) == 1 then
EffectController():GainLife(10)
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add(FE_POWER, OP_GREATER_THAN_OR_EQUAL_TO, 20)
if filter:CountStopAt(1) == 1 then
EffectController():WinGame()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
Last edited by Zambooo on 16 Mar 2015, 23:02, edited 1 time in total.
Re: Formal Request Thread
by Xander9009 » 16 Mar 2015, 22:44
Feel free to post whatever cards you're wanting and if they're not possible, we'll let you know. Things we can't do: change a card's name (Lazav, Dimir Mastermind) (unless it copying another card entirely), force creature A to block creature B if able (Avalanche Tusker), control opponents (Mindslaver), set the turn phase (such as ending the turn), change other ability's effects (Alter Reality), change other ability's costs (Gloom). There are some more, but those are the ones I can think of off the top of my head.zysron wrote:ok the next post wont be fore a couple of days i'm going to go through all my cards and the comunity wad and will post them all at once most of these are ... about 2013 core and older.
should i post each version ie Vivid Craig / Vivid Creek or can i post one for an example for the rest that follow?
also i'm pretty sure i can guess why a card like
Mindslaver
isnt in the wad being its takeing over an opponents turn... might not work so well or if it does work will be some very heavy coding to get it to work right...
but yes i have scrwed up someones whole plan with a this...
ok last edit then i get to work
your gonna see some cards you are going to want to play with... some will be easily possible others may not be but i have to at least state one more card on this post
Doubling Cube
Also, you might consider trying to code them yourself. The basics are just using thefiremind's generator to get the card text and then copying the abilities of other cards into it. It's not too difficult once you get the hang of it. Alternatively, you can just post the requests, but until someone has time and an inclination to fill the request, you'll just have to wait patiently.
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Re: Formal Request Thread
by RiiakShiNal » 17 Mar 2015, 00:50
On a quick note, with the Manual Mana Functions, Doubling Cube is indeed possible and actually relatively easy. Though it obviously won't work with auto-tap mana abilities since that mana will never be in your mana pool.
RSN_CountColourManaInPlayerPool() can be used to get the amount of mana in the player's pool (you would be calling it 6 times, once for each colour including colourless).
RSN_ProduceNoTrigger() to generate the proper amount of each colour.
RSN_FireManaTrigger() once you are done generating mana to fire the trigger once (instead of 6 times if you had used RSN_Produce()).
Then all the normal stuff for a manual mana ability (RSN_MarkManaAbilityStart(), RSN_MarkManaAbilityEnd(), RSN_EliminateExtraManaTokens(), RSN_ClearCanProduceMana(), RSN_MarkCanProduceMana(), TOKEN_REGISTRATION for all the tokens).
I know it sounds and from the list looks like a lot, but it's really not that much compared with other abilities.
RSN_CountColourManaInPlayerPool() can be used to get the amount of mana in the player's pool (you would be calling it 6 times, once for each colour including colourless).
RSN_ProduceNoTrigger() to generate the proper amount of each colour.
RSN_FireManaTrigger() once you are done generating mana to fire the trigger once (instead of 6 times if you had used RSN_Produce()).
Then all the normal stuff for a manual mana ability (RSN_MarkManaAbilityStart(), RSN_MarkManaAbilityEnd(), RSN_EliminateExtraManaTokens(), RSN_ClearCanProduceMana(), RSN_MarkCanProduceMana(), TOKEN_REGISTRATION for all the tokens).
I know it sounds and from the list looks like a lot, but it's really not that much compared with other abilities.
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Re: Formal Request Thread
by zysron » 17 Mar 2015, 01:38
i use to use doubling cube in a 5 color mana ramp deck with about 80 cards... then it became steal everything then it became planeswalkers then i spit it up into 5 different working decks... it is a beast for any deck as long as your sure to be able to get 7+ mana quickly
Re: Formal Request Thread
by sweetLu » 17 Mar 2015, 01:51
Riiak (or anyone really), do you think we can improve on how we show players how much mana is currently in the mana pool (tbh, I can't remember how is currently done just that I thought there was room for improvement when I stopped)?
So this started off as a question to Riiak if we could modify your fire mana trigger functions to include a display message for the current mana pool. But as I was writing it I realized this is essentially bullet number 2 and has the same pit falls. As I think about it, bullet point 1 is probably the best solution since it allows you to check your mana pool at any time which you should be able to. But the convenience of point 3 is nice. Idk I'm just going in circles. Since this is mostly a quality of life improvement, what does everyone think? Would you want some sort of change like this?
- In testing I just used an enchantment with a display mana activated ability. I suppose we could grant all mana producing cards this ability (or at least one per player). The downside to this method is you couldn't check yours or your opponent's mana pool during their turn if they have a Grand Abolisher in play.
- I believe sumo used a display mana pool function after all of his RSN_Produce* functions. What I disliked about this method is there was no way to check your mana after producing it. For instance if you are playing a storm deck with a bunch of rituals and Lion's Eye Diamond, it was still taxing to remember your mana pool towards the end of your turn (I couldn't last in paper magic, I already know it
)
- My attempt at resolving this situation was to use a triggered ability to trigger whenever the number of mana tokens in the pool changed. If triggered it would display the current mana pool. This was a poor attempt because it would trigger multiple times if multiple mana were produced. I.e. It triggered 3 times off Dark Ritual instead of once. Wouldn't it be the same issue as Sidisi, Brood Tyrant?
So this started off as a question to Riiak if we could modify your fire mana trigger functions to include a display message for the current mana pool. But as I was writing it I realized this is essentially bullet number 2 and has the same pit falls. As I think about it, bullet point 1 is probably the best solution since it allows you to check your mana pool at any time which you should be able to. But the convenience of point 3 is nice. Idk I'm just going in circles. Since this is mostly a quality of life improvement, what does everyone think? Would you want some sort of change like this?
Re: Formal Request Thread
by MasterXploder7 » 17 Mar 2015, 04:04
hey, so i know i talked to Riiak about if it is possible but any of you think you can pull off Runic Repetition ?
one of the issues i had thought of is the cooperative use of Past in Flames to give cards that originally didnt have flashback have it instead and then if Runic Repetition could make that card work the same as though it had flashback because theoretically even though it is in exile it received a resolved effect of a card and it lasts until the end of the turn.
so... can it be done even without working with Past in Flames?
one of the issues i had thought of is the cooperative use of Past in Flames to give cards that originally didnt have flashback have it instead and then if Runic Repetition could make that card work the same as though it had flashback because theoretically even though it is in exile it received a resolved effect of a card and it lasts until the end of the turn.
so... can it be done even without working with Past in Flames?
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Re: Formal Request Thread
by RiiakShiNal » 17 Mar 2015, 10:55
Any of the points can be accomplished, the question is about how much work each would take.sweetLu wrote:Riiak (or anyone really), do you think we can improve on how we show players how much mana is currently in the mana pool (tbh, I can't remember how is currently done just that I thought there was room for improvement when I stopped)?
- In testing I just used an enchantment with a display mana activated ability. I suppose we could grant all mana producing cards this ability (or at least one per player). The downside to this method is you couldn't check yours or your opponent's mana pool during their turn if they have a Grand Abolisher in play.
- I believe sumo used a display mana pool function after all of his RSN_Produce* functions. What I disliked about this method is there was no way to check your mana after producing it. For instance if you are playing a storm deck with a bunch of rituals and Lion's Eye Diamond, it was still taxing to remember your mana pool towards the end of your turn (I couldn't last in paper magic, I already know it
)
- My attempt at resolving this situation was to use a triggered ability to trigger whenever the number of mana tokens in the pool changed. If triggered it would display the current mana pool. This was a poor attempt because it would trigger multiple times if multiple mana were produced. I.e. It triggered 3 times off Dark Ritual instead of once. Wouldn't it be the same issue as Sidisi, Brood Tyrant?
So this started off as a question to Riiak if we could modify your fire mana trigger functions to include a display message for the current mana pool. But as I was writing it I realized this is essentially bullet number 2 and has the same pit falls. As I think about it, bullet point 1 is probably the best solution since it allows you to check your mana pool at any time which you should be able to. But the convenience of point 3 is nice. Idk I'm just going in circles. Since this is mostly a quality of life improvement, what does everyone think? Would you want some sort of change like this?
- This can obviously be done, but by having an enchantment in play it basically screws up interactions with cards that care about enchantments in play.
- Adding an ability to all mana producing cards would require modifying all mana producing cards (at this point there are a whole lot of them). Though if you only modify all the basic lands that would reduce the number of cards you would need to modify significantly.
- The easiest way to accomplish this is to actually modify my RSN_EliminateExtraManaTokens() function to add the display at the end of the function as that function should be called only once per mana ability and always at the end of the ability after all the mana has been created and any extras removed.
- This in my opinion is probably the most annoying of the options (at least to players) as to be thorough you would need to trigger off of every zone change for mana tokens and that could be a lot of notifications (especially when something like Doubling Season is in play)
As I stated before, Runic Repetition is possible, but for best results would require rewriting all cards that have Flashback to use a custom characteristics solution (custom characteristics solution would be required for supporting Runic Repetition with Past in Flames). If you ignore cards that grant Flashback to other cards then you could accomplish it by hard-coding a list of cards that could be targeted rather than keying off of a custom characteristic.MasterXploder7 wrote:hey, so i know i talked to Riiak about if it is possible but any of you think you can pull off Runic Repetition ?
one of the issues i had thought of is the cooperative use of Past in Flames to give cards that originally didnt have flashback have it instead and then if Runic Repetition could make that card work the same as though it had flashback because theoretically even though it is in exile it received a resolved effect of a card and it lasts until the end of the turn.
so... can it be done even without working with Past in Flames?
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Re: Formal Request Thread
by Parth37955 » 18 Mar 2015, 01:27
Could some make Vexing Devil and Shrine of Burning Rage? Thank you in advance.
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Re: Formal Request Thread
by zysron » 18 Mar 2015, 05:23
keeping track of mana is easy if you have a smart phone which nearly everyone has now... there are alot of apps that do that.
i was going to ask is it possible to set up a code for loop abilities like two myr galvinizers can untap infinitly... but then i remembered ... theres a time limit for a reason... so never mind that lol.
i was going to ask is it possible to set up a code for loop abilities like two myr galvinizers can untap infinitly... but then i remembered ... theres a time limit for a reason... so never mind that lol.
Re: Formal Request Thread
by sweetLu » 18 Mar 2015, 10:11
True but that does seem backwards. DotP is a rule enforcing computer game but we lack UI for things like mana pool, storm count and poison counters (I think). Granted in real life you have to keep track of these things yourself using a piece of paper, dice or an app. But it seems backwards to need a piece of paper and some dice to play a computer game.
Regardless it doesn't seem like this bothers anyone else so I wouldn't change anything.
Regardless it doesn't seem like this bothers anyone else so I wouldn't change anything.
Re: Formal Request Thread
by RiiakShiNal » 18 Mar 2015, 10:53
Poison Counters are actually implemented in DotP 2014. Implementing Mana Pool would have been pretty simple on the engine side, but they didn't. Storm count can be calculated using Interrogation which they provided in DotP 2014 with the proper parameters (such as INTERROGATE_SPELLS_CAST and INTERROGATE_THIS_TURN).
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Re: Formal Request Thread
by Xander9009 » 18 Mar 2015, 11:08
I don't think he's talking about our ability to calculate or display those things; he's talking about the fact that there's nowhere on the screen dedicated to that information. (Although, of course, poison counters are displayed.)RiiakShiNal wrote:Poison Counters are actually implemented in DotP 2014. Implementing Mana Pool would have been pretty simple on the engine side, but they didn't. Storm count can be calculated using Interrogation which they provided in DotP 2014 with the proper parameters (such as INTERROGATE_SPELLS_CAST and INTERROGATE_THIS_TURN).
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Re: Formal Request Thread
by sweetLu » 18 Mar 2015, 23:35
Yes, I know these things are possible in DotP. It's my opinion that, in a perfect world, we could enhance the players experience of the game by improving how these are displayed. But based on the feedback it doesn't seem like it's worth the effort.
On a side note, I wasn't aware there already was a display feature for a player's poison counters.
On a side note, I wasn't aware there already was a display feature for a player's poison counters.
Re: Formal Request Thread
by RiiakShiNal » 19 Mar 2015, 00:07
We really can't change the match display because we don't have the necessary files decompiled to manage it. We haven't been able to properly decompile any of the UI LOL files so most of the UI is off limits to us.sweetLu wrote:Yes, I know these things are possible in DotP. It's my opinion that, in a perfect world, we could enhance the players experience of the game by improving how these are displayed. But based on the feedback it doesn't seem like it's worth the effort.
The engine handles that natively so we haven't written any code regarding that.sweetLu wrote:On a side note, I wasn't aware there already was a display feature for a player's poison counters.
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