Fixed:
Sarkhan's Triumph - Query text
Nemata, Grove Guardian - Wasn't buffing saprolings.
Fraying Sanity - Was counting cards going to all graveyards.
Voices from the Void - Wasn't properly counting basic land types.
Search for Azcanta//Azcanta, the Sunken Ruin - Ignored 7-card requirement. Backside ability was free and not restricted to non-land, non-creatures.
Growing Rites of Itlimoc//Itlimoc, Cradle of the Sun - Was only producing auto-tap mana. Now, it should work like the updated dual lands do: allow you to auto-tap or manually tap.
Zacama, Primal Calamity - Wasn't obeying "if you cast it" restriction.
Kheru Mind-Eater - Wasn't exiling cards (technically, was only allowing player to choose lands).
fallenangle wrote:NEMESiS wrote:Huatli, Warrior Poet - The issues noted were fixed, but her ultimate is currently failing to prevent blocking.
I just checked
Chandra, Pyromaster, which used to have the same problem but had been fixed, and it's also missing the code, which should be:
- Code: Select all
<CONTINUOUS_ACTION layer="8">
local target_creature = EffectDC():Get_Targets(1):Get_CardPtr(0)
if target_creature ~= nil then
local characteristics = target_creature:GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_CANT_BLOCK, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
Just change Huatli's "target_creature" to whatever the chest is that it calls, and you should be fine.
Previously, I said the card should only prevent them from blocking if they were actually dealt damage, but that's not true for Chandra. She's fixed, now.
Huatli, Warrior Poet - This might be the most cobbled together card I've made this year. It's super clunky because of a bunch of issues I kept running into, but it works, and it correctly follows the rules as far as I can tell. The game won't let you pay the cost before choosing targets, we can't easily determine if a card can target another (at least until my protection functions are implemented across all cards), number choices don't allow displaying a card alongside them, damage assignment targets don't obey the "up to" flag, and removing a delayed trigger in the same RTA in which it should have been fired *after* the fire event should have been called and put on the stack retroactively removes it from the stack (normally okay except I needed a different instance for an indefinite number of targets, which means a loop within a single RTA needs to handle both). BUT IT WORKS (I hope... lol).