Re: Formal Request Thread
The best solution is to have any card that has an upkeep activated ability put into play a common upkeep time manager if and only if one does not already exist and have the upkeep time manager's triggered ability trigger during the upkeep. That way regardless of how many cards that have activated abilities that can only be used during upkeep you only get one trigger rather than X triggers. For example you have 7 cards with upkeep only activated abilities you only really need 1 window rather than 7 windows with which to activate them.NeoAnderson wrote:I have another silly question.
When we have a card with an Activable ability available only during the upkeep, how can we activate it if the game autoskip the upkeep step?
I mean if we don't have any trigger this step will not give us possibility to interact.
To avoid this problem i am using an empty trigger for these kind of cards, so while the card is triggering we can activate the ability, but i would know if there is something i am missing, because this is a way to walk around the problem, but probably i am missing something more clean and simple, like some to change into game settings?
Metamorphosis should be able to be coded once I can find some time to finish up the work to my Manual Mana functions so that some mana conditions can be coded.NeoAnderson wrote:Probably just 2 with some compromises (Metamorphosis as i discussed with Riiak) and (Nafs Asp if we decide how the player affected can pay anytime to prevent the damage)
With Nafs Asp, we can't code a 100% compliant solution for the pay
before that player's next draw step. It can be approximated either by including an activated ability that the player would be able to activate or through a set of triggered abilities that ask whether the player wants to pay the
at specific times. With the activated ability you would have to manage the storage so that even if Nafs Asp leaves play its activated ability could still be activated, but this poses a problem if Nafs Asp is returned to hand, library, or exiled as then the player would not be able to access the ability. If you use the set of triggered abilities then you would have to manage the storage such that each of the triggered abilities would only trigger if it hasn't already been paid and only if the player could pay it, though it wouldn't be able to cover every situation such as paying it mid step between other plays. So this card is going to be a royal pain to even approximate and still won't technically be correct.There is no way to properly code this without changing several cards. The first of the two rulings should be simple as it would simply use the same ZONECHANGE_TRANSITION trigger. The second ruling, however, can't be coded properly without re-coding every card that can copy cards while on the battlefield to specifically check for Primal Clay and applying that specific ruling inside their effect. It is generally bad form to include specific workarounds for one card in another card (though I did do this for manual mana abilities and Burning-Tree Shaman).NeoAnderson wrote:I also have a question :
Now i am coding Antiquities Set, the card Primal Clay, the normal ability of this card is easy to code but i have a doubt about these additional Rules :
7/1/2012: If another permanent enters the battlefield as a copy of Primal Clay, the controller of that permanent will get to make a new choice. The copy won't necessarily have the same power, toughness, and abilities as the original.
7/1/2012: If a creature that's already on the battlefield becomes a copy of Primal Clay, it copies the power, toughness, and abilities that were chosen for Primal Clay when it entered the battlefield.
Honestly i can't figure a way to retrieve information when a spell is copying the card.
I could check when it BECAME_TARGET_OF_SPELL or ABILITY but not when its values are copied.
I just had an idea: what if we make