Academy Rector code question
In recnt months I have tried to add a yes/no dialog to the cards which are missing this choice. I am also trying to replace the list-form yes/no dialog with a button-type yes/no dialog. I have some initial work done for Academy Rector. I ran into a couple of issues and I could use some advice on how to proceed.
On my local copy Academy Rector will now use a button-type yes/no dialog. A list dialog comes up with a listing of all of the enchantments located in your library.
I noticed that in the old code if you selected an Enchant creature aura that you would get a listing with the creatures on both sides of the battlefield. This can make it difficult to select the correct creature for your curse or your buff.
There are a number of cards which share the "When CARDNAME is put into a graveyard from " {play or battlefield} style of code. They have a Command which does much of the work and use one of the CardFactoryUtil inputs. These inputs require a spell ability as a parameter included in the call.
These cards have a spell ability and a stack description. Academy Rector does not and is different and is handled differently. So, is having a spell ability, an "AllZone.Stack.add(ability);" and a stack description a rules correct way of implementing these types of cards. If not, then they may have been coded this way inorder to use one of the more user-frindly inputs.
So I am kind of stuck on the Academy Rector code mods for the moment. Should I add the missing spell ability, an "AllZone.Stack.add(ability);" and a stack description? Or if this is not correct, is it possible to modify the input_targetSpecific() method and make a 2nd one which would use a command rather than a sa as a parameter?
On my local copy Academy Rector will now use a button-type yes/no dialog. A list dialog comes up with a listing of all of the enchantments located in your library.
I noticed that in the old code if you selected an Enchant creature aura that you would get a listing with the creatures on both sides of the battlefield. This can make it difficult to select the correct creature for your curse or your buff.
There are a number of cards which share the "When CARDNAME is put into a graveyard from " {play or battlefield} style of code. They have a Command which does much of the work and use one of the CardFactoryUtil inputs. These inputs require a spell ability as a parameter included in the call.
These cards have a spell ability and a stack description. Academy Rector does not and is different and is handled differently. So, is having a spell ability, an "AllZone.Stack.add(ability);" and a stack description a rules correct way of implementing these types of cards. If not, then they may have been coded this way inorder to use one of the more user-frindly inputs.
So I am kind of stuck on the Academy Rector code mods for the moment. Should I add the missing spell ability, an "AllZone.Stack.add(ability);" and a stack description? Or if this is not correct, is it possible to modify the input_targetSpecific() method and make a 2nd one which would use a command rather than a sa as a parameter?