Eye of Ugin isn't lowering the casting cost of colourless eldrazi (tested with ulamog, emrakul, and kozilek). Looking at the code for both the Eldrazi and the eye, I can't see what's wrong.
EDIT: Also,
Bloom Tender doesn't work -- it only adds one mana, even if there are two permanents of different colour. Looking at the code I can see why, but I don't know how to get it to work. I know the logic of what needs to be done, I just don't know how to code it (if it's even possible). I tried making a string of if/and/then/else using every possible combination (actually only for the combinations relevant to the deck I was using, just while I was testing it) but that didn't work.
example of two different combinations: all colours, and no black
- Code: Select all
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
local count = filter:CountStopAt( 1 )
if count == 1 then
RSN_Produce( "{W}", 1 )
RSN_Produce( "{R}", 1 )
RSN_Produce( "{U}", 1 )
RSN_Produce( "{G}", 1 )
RSN_Produce( "{B}", 1 )
else
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_WHITE )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_RED )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_BLUE )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_GREEN )
local count = filter:CountStopAt( 1 )
if count == 1 and
local filter = ClearFilter()
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
filter:Add(FE_IS_PERMANENT, true)
filter:Add( FE_COLOUR, OP_IS, COLOUR_BLACK )
local count = filter:CountStopAt( 1 )
if count == 0 then
RSN_Produce( "{W}", 1 )
RSN_Produce( "{R}", 1 )
RSN_Produce( "{U}", 1 )
RSN_Produce( "{G}", 1 )
else
EDIT:
Also, I know Assault Formation is an approximated card, but is there any way to code it that doesn't remove p/t boost effects, e.g. buffing from Kessig Wolf Run? -- nevermind, my bad. Total brain fade. The other two cards definitely have problems though