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Sun Mar 25, 2012 DOTP 2012 Eglin's Decks v1.01

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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby CWheezy » 11 Mar 2012, 01:03

That card that is supposed to autoplay if it starts in your hand doesn't work, I think
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Eglin » 11 Mar 2012, 02:21

CWheezy wrote:That card that is supposed to autoplay if it starts in your hand doesn't work, I think
Whoops! Sorry about that. Nabe has made working leylines - I'll switch Kev's out for Nabes on the next release.
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby thefiremind » 11 Mar 2012, 09:28

My leyline implementation worked quite well, too, in case you want to try:
viewtopic.php?f=63&t=5778
The only approximation, as I said in the topic, is that it all happens during the upkeep of the first turn rather than the beginning, but at the beginning it wasn't working, and anyway it's highly unlikely that something has to happen before the first upkeep in the game... :wink:
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Eglin » 11 Mar 2012, 14:55

thefiremind wrote:My leyline implementation worked quite well, too, in case you want to try:
viewtopic.php?f=63&t=5778
The only approximation, as I said in the topic, is that it all happens during the upkeep of the first turn rather than the beginning, but at the beginning it wasn't working, and anyway it's highly unlikely that something has to happen before the first upkeep in the game... :wink:
Nabe's doesn't require any addons or XML statics, plus it's already been integrated. In fact, it was included in the last mod - I must've just forgotten to switch around the treefolk deck. Thanks, though. As an aside, have you considered using static strings instead of identifiers as indexes into Nabe's storage? "COMPARTMENT_LOST_CHANCE" would work just as well as COMPARTMENT_ID_LOST_CHANCE and eliminate the additional XML dependency.
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Persee » 13 Mar 2012, 18:50

For Doran, the Siege Tower,

Use Trigger "CREATURE_DEALT_COMBAT_DAMAGE" for all creature
In the resolution, use something like that :
Damage():SetAmount(TriggerObject():GetCurrentCharacteristics():GetCurrentToughness())
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby thefiremind » 13 Mar 2012, 18:59

Persee wrote:For Doran, the Siege Tower,

Use Trigger "CREATURE_DEALT_COMBAT_DAMAGE" for all creature
In the resolution, use something like that :
Damage():SetAmount(TriggerObject():GetCurrentCharacteristics():GetCurrentToughness())
It's not necessary: Doran's ability is already coded in the game.
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature assigns combat damage equal to its toughness rather than its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
    <FILTER>
    return (FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard():GetZone() == ZONE_IN_PLAY)
    </FILTER>
    <CONTINUOUS_ACTION>
    FilteredCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_USE_TOUGHNESS_FOR_COMBAT_DAMAGE, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
You don't need anything else. :)
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Persee » 13 Mar 2012, 20:04

And I didn't saw that. #-o
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Eglin » 13 Mar 2012, 20:15

thefiremind wrote:
Persee wrote:For Doran, the Siege Tower,

Use Trigger "CREATURE_DEALT_COMBAT_DAMAGE" for all creature
In the resolution, use something like that :
Damage():SetAmount(TriggerObject():GetCurrentCharacteristics():GetCurrentToughness())
It's not necessary: Doran's ability is already coded in the game.
Code: Select all
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each creature assigns combat damage equal to its toughness rather than its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[]]></LOCALISED_TEXT>
    <FILTER>
    return (FilteredCard() ~= nil and
    FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
    FilteredCard():GetZone() == ZONE_IN_PLAY)
    </FILTER>
    <CONTINUOUS_ACTION>
    FilteredCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_USE_TOUGHNESS_FOR_COMBAT_DAMAGE, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
You don't need anything else. :)
Haha... I actually saw that characteristic, but I didn't assume it was implemented. Is it? Have you tested it and found that it works?
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby thefiremind » 13 Mar 2012, 22:50

Yes, it works perfectly.
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Eglin » 13 Mar 2012, 22:57

thefiremind wrote:Yes, it works perfectly.
Haha, that's awesome! Thanks very much for the heads-up. As hard as it is trying to write decks w/o being able to see the engine implementation or having proper debug support, I've gotta' hand it to Stainless - they have created a truly magnificent game engine for what is arguably the most complicated game in existence to program.
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby CWheezy » 14 Mar 2012, 03:06

EDIT: Nevermind
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Triadasoul » 14 Mar 2012, 05:27

Any chance of the link to DOTP 2012 Custom DLC 1, because without that we couldn't give a try to your amazing work.
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Eglin » 14 Mar 2012, 06:51

Triadasoul wrote:Any chance of the link to DOTP 2012 Custom DLC 1, because without that we couldn't give a try to your amazing work.
There's a link to it in the first page: http://www.slightlymagic.net/forum/viewtopic.php?f=62&t=6057 I just checked it two minutes ago, and the link is still working. You don't need to install Kev's 2012 mods incrementally, like you apparently had to for the last game - just install the 1.2 mod and drop my .wad in your game directory.
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby Triadasoul » 14 Mar 2012, 08:14

Thank you! [-o<
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Re: 03/10/2012 DOTP 2012 Eglin's Decks v0.93

Postby ptisan35700 » 15 Mar 2012, 19:22

The "I'll Take It" deck seems really interesting, but the Lux Cannon and Jinxed Idol cards don't seem to work right.

For me, Lux Cannon will charge but won't discharge. And Jinxed Idol won't change players after a creature sacrifice. Are you getting the same issues?


Love the interesting new cards you are putting out, Eglin! Keep up the great work!
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