zerker2000 wrote:Erm slightly bad idea, I remember I got some sort of interface problems when I had a bunch of mana abilities on one card.
Can you be more specific? Birds of paradise has 5 abilities.... The only thing that should need modifying is the Extrinsic keyword code to allow multiple mana pool keywords like this:
- Code: Select all
manapool:R
manapool:R
manapool:R
Unless the input pop-up screen has some limits, or filters multiples....
after all it's not like the token should actually be anywhere but in play(pardon "on battlefield" Also, I would think that the mana pool would (optimally) be a separate(third under lands) UI area where you have "card pictures" of mana tokens on which you click to sacrifice them(while paying costs).
...
Hmm, I don't think mana tokens should have any type besides "Mana", otherwise there might be problems (e.g.
Armageddon)

I realize this is an issue. My next step is to dig around to figure out how MTGForge knows where to put any given card object. Once I know that, then I can put it in its own panel off the battlefield. My goal in the screenshot was to figure out how to create a card on the fly (without it being part of an ability) and if the PlayerZone.add(card) method figured out how to treat it without any other intervention. Somewhere in the code it sees the type "Land" and puts it in the land row.
Edit - Come to think of it, I could just give it "Indestructible, Pro-W, Pro-U, Pro-B, Pro-R, Pro-G, Pro-A"....
Erm unless there are seperate classes for Creatures, Enchantments, Lands, etc. (which I don't think is the case), my suggestion shouldn't require any either.
Right. I'm simply pointing out that by reusing the card object in a hacky sort of way, I don't have to figure out how to derive input from some new object, or modify both forms of PayManaCost (as rares was suggesting) - they're all handled by Input_PayManaCostUtil, where it looks for cards that contain keywords that begin with "tap: add _".... I can simply modify this bit of code to also look for "manapool:_" (mana character is in the same position, so even less changes) and let it do the rest basically as is... and then check if the card selected is the mana pool card, and not tap it.
The only other part is back to making spells and abilities that add extrinsic keywords to the mana pool card.... For the most part, a generic keyword handler can be written to deal with all cards that have "tap: add_". Then, the card can be activated during play, then when specifically paying costs, it's still selectable.