Duels of the Planeswalkers 2013
New decks and cards for Stainless Games' release
Moderator: CCGHQ Admins
Re: Duels of the Planeswalkers 2013
by thefiremind » 18 Jun 2012, 16:26
Even if it worked as you say, it would be an improvement against what we have in DotP2012, where MANA_ABILITY can't produce a variable amount of mana, and if you code Sol Ring with only one MANA_ABILITY that produces
, you can pay
infinite times because it doesn't get tapped.


< 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: Duels of the Planeswalkers 2013
by MisterBenn » 19 Jun 2012, 10:01
Steam says the unlock time is one day and 7 hours from now, so 20:00 in the U.K. unless they've rounded it by most of an hour. No idea whether that applies to other countries...
- MisterBenn
- Posts: 97
- Joined: 19 Mar 2011, 16:19
- Has thanked: 24 times
- Been thanked: 11 times
Re: Duels of the Planeswalkers 2013
by GamerXYZ0 » 19 Jun 2012, 21:34
If you guys are interested in all the cards that are in the game, all the decklists are now up on the Wizards forums: http://community.wizards.com/go/forum/v ... neswalkers
One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
Re: Duels of the Planeswalkers 2013
by thefiremind » 19 Jun 2012, 21:48
When there was a target to select, it was achieved with filter:May() (which enabled the OK button for saying "I'm OK like this, I won't choose anything"). With no targets, for abilities where the choice was important, I added a multiple choice.GamerXYZ0 wrote:One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
EDIT: Does Awakener Druid mean they lifted all the restrictions on basic lands? I really hope so!
And does Gempalm Incinerator mean we finally got abilities from hand? I hope it's not hard-coded like flashback.
< 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: Duels of the Planeswalkers 2013
by alexandreonly » 19 Jun 2012, 23:23
Fuck, no infect again???GamerXYZ0 wrote:If you guys are interested in all the cards that are in the game, all the decklists are now up on the Wizards forums: http://community.wizards.com/go/forum/v ... neswalkers
One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
- alexandreonly
- Posts: 145
- Joined: 04 Jul 2011, 17:27
- Has thanked: 0 time
- Been thanked: 8 times
Re: Duels of the Planeswalkers 2013
by MisterBenn » 20 Jun 2012, 01:40
I don't see infect either. That new Poison badge might represent the infect ability though, or at least might be able to be coerced to do so.
- MisterBenn
- Posts: 97
- Joined: 19 Mar 2011, 16:19
- Has thanked: 24 times
- Been thanked: 11 times
Re: Duels of the Planeswalkers 2013
by alexandreonly » 20 Jun 2012, 01:47
I'm sorry, but that poison badge is probably the poisonous ability: http://magiccards.info/fut/en/155.htmlMisterBenn wrote:I don't see infect either. That new Poison badge might represent the infect ability though, or at least might be able to be coerced to do so.
- alexandreonly
- Posts: 145
- Joined: 04 Jul 2011, 17:27
- Has thanked: 0 time
- Been thanked: 8 times
Re: Duels of the Planeswalkers 2013
by MisterBenn » 20 Jun 2012, 03:34
Interesting, I've only played the DOTP games and have never come across Poisonous before. Am I right in saying that the Poisonous poison counters are the equivalent to those created by Infect? If so then that's fine for making an infect deck either way.
- MisterBenn
- Posts: 97
- Joined: 19 Mar 2011, 16:19
- Has thanked: 24 times
- Been thanked: 11 times
Re: Duels of the Planeswalkers 2013
by pcastellazzi » 20 Jun 2012, 05:50
Infect can be understood as a combination of two abilities, poisonous (damage to players as poison counters) and wither (damage to creatures as -1/-1 counters).
Wither can be implemented in DOTP games using triggers as Parsee shown us with his implementation of Twinblade Slasher (check this DLC).
The poisonous part always eluded us because there was no way to add a wining/losing condition to the game based on poison counters. Being this added we could hope some modder add a deck or two with infect as strategy.
Personally i would like to see advances in mana abilities. May be is just my view, but multicolored decks are a norm, more than an exception. I dont understand why they did not add any kind of dual lands to the game.
Wither can be implemented in DOTP games using triggers as Parsee shown us with his implementation of Twinblade Slasher (check this DLC).
The poisonous part always eluded us because there was no way to add a wining/losing condition to the game based on poison counters. Being this added we could hope some modder add a deck or two with infect as strategy.
Personally i would like to see advances in mana abilities. May be is just my view, but multicolored decks are a norm, more than an exception. I dont understand why they did not add any kind of dual lands to the game.
The lights then came up and the crowd erupted in applause, because that's what the crowd does after it watches destruction on a large screen.
— Ben Kuchera, Mordern Warfare 3 review.
— Ben Kuchera, Mordern Warfare 3 review.
-
pcastellazzi - Posts: 184
- Joined: 25 Apr 2012, 00:40
- Location: Montevideo, Uruguay
- Has thanked: 11 times
- Been thanked: 30 times
Re: Duels of the Planeswalkers 2013
by pcastellazzi » 20 Jun 2012, 06:11
Did you try with <PRODUCE amount="{2}" />? By mistake i once wrote <PRODUCE amount="{R}{G}" /> and it did work out.thefiremind wrote:Even if it worked as you say, it would be an improvement against what we have in DotP2012, where MANA_ABILITY can't produce a variable amount of mana, and if you code Sol Ring with only one MANA_ABILITY that produces, you can pay
infinite times because it doesn't get tapped.
The lights then came up and the crowd erupted in applause, because that's what the crowd does after it watches destruction on a large screen.
— Ben Kuchera, Mordern Warfare 3 review.
— Ben Kuchera, Mordern Warfare 3 review.
-
pcastellazzi - Posts: 184
- Joined: 25 Apr 2012, 00:40
- Location: Montevideo, Uruguay
- Has thanked: 11 times
- Been thanked: 30 times
Re: Duels of the Planeswalkers 2013
by pcastellazzi » 20 Jun 2012, 06:25
Except the one with cycling all can be coded in DOTP2012. What you really can not do is something like Drowned Catacomb or Tolarian Academy because the scripting API does not allow dynamic mana generation. Static mana generation can be achieved with a MANA_ABILITY block, look at Mox Sapphire for a sample. Also if i remember correctly some of them are already on Kev's DLC.Pesi wrote:http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/td/199
They tell us that Cathedral of War is in Dotp2013. It is extremely good news that they are now willing to include nonbasic lands that generate mana (with some restrictions).
This gives me hope that the following lands might make an appearance, or at least be easily make-able:
Blasted Landscape
Darksteel Citadel
Glimmerpost
Gods' Eye, Gate to the Reikai
Reliquary Tower
Seraph Sanctuary
As i discovered recently, the trick to make them work is to change the order of the ability cost, ie. if the ability say "x, tap" code it "tap, x" to avoid the engine to tap the land with the ability as part of its own ability cost.
The lights then came up and the crowd erupted in applause, because that's what the crowd does after it watches destruction on a large screen.
— Ben Kuchera, Mordern Warfare 3 review.
— Ben Kuchera, Mordern Warfare 3 review.
-
pcastellazzi - Posts: 184
- Joined: 25 Apr 2012, 00:40
- Location: Montevideo, Uruguay
- Has thanked: 11 times
- Been thanked: 30 times
Re: Duels of the Planeswalkers 2013
by thefiremind » 20 Jun 2012, 08:40
I have Persee's DLC but I can't seem to find that card, maybe I didn't download the latest update, anyway I think he did it with nabeshin's idea, which is still not the real deal, because the creature with infect clears all the damage on the victim before putting the -1/-1 counters and not only the damage it dealt (which would be impossible to achieve in DotP2012 anyway), so if a 4/4 blocks my 2/2 with infect, and I play a Shock on the 4/4 before the combat damage is dealt, the Shock damage will be cleared as well, and the 4/4 will be an alive 2/2 at the end of combat.pcastellazzi wrote:Wither can be implemented in DOTP games using triggers as Parsee shown us with his implementation of Twinblade Slasher (check this DLC).
It seems to work well, but find a card where you can paypcastellazzi wrote:Did you try with <PRODUCE amount="{2}" />? By mistake i once wrote <PRODUCE amount="{R}{G}" /> and it did work out.



< 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: Duels of the Planeswalkers 2013
by MisterBenn » 20 Jun 2012, 15:16
I'm surprised to hear that there are problems with Wither. I don't think I made a wither card for 2012 but I made the Midnight Banshee in the previous DOTP and I don't remember having problems with it. I just had it set against the trigger for a creature dealing combat damage, overrode the damage and placed the counters instead. Isn't the same possible in 2012 or is there more to it than I realise?
BTW don't know what's going on with the Steam timer (or perhaps my calculation yesterday) but Steam now says the game unlocks in 2 hours...
BTW don't know what's going on with the Steam timer (or perhaps my calculation yesterday) but Steam now says the game unlocks in 2 hours...
- MisterBenn
- Posts: 97
- Joined: 19 Mar 2011, 16:19
- Has thanked: 24 times
- Been thanked: 11 times
Re: Duels of the Planeswalkers 2013
by thefiremind » 20 Jun 2012, 16:42
I started making wither this way, too, but then I realized it was wrong. If you look at the rules for wither, they state that the damage is dealt, but then it's replaced with -1/-1 counters. So wither should be able to trigger things like "when [...] deals combat damage": if you set the damage to 0 while overriding, it won't happen.MisterBenn wrote:I just had it set against the trigger for a creature dealing combat damage, overrode the damage and placed the counters instead. Isn't the same possible in 2012 or is there more to it than I realise?
< 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: Duels of the Planeswalkers 2013
by MisterBenn » 20 Jun 2012, 17:26
Ah I see. In other news 2013 just unlocked on Steam here.
- MisterBenn
- Posts: 97
- Joined: 19 Mar 2011, 16:19
- Has thanked: 24 times
- Been thanked: 11 times
Return to Magic: The Gathering - Duels of the Planeswalkers
Who is online
Users browsing this forum: No registered users and 12 guests