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Magic Trick : Working out mana producing abilities

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Re: Magic Trick : Working out mana producing abilities

Postby whismer » 28 Jul 2010, 20:04

It is possible to don't advance automatically to the next step... sometime I can play a card with this trick but AI advance to next step before I can cast my spell
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Re: Magic Trick : Working out mana producing abilities

Postby logoliv » 28 Jul 2010, 23:55

yes, you must set "hold priority" to on in options menu
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Problem with Ghost Quarter

Postby logoliv » 19 Aug 2010, 21:34

Hi all,
I'm trying to correct Ghost Quarter to add the first rule line to the card ({T}: add {1} to your mana pool.)
I've tried something like this :
Code: Select all
<ACTIVATED_ABILITY tag="GHOST_QUARTER_RULE_1" layer="0" >   
 <COST type="TapSelf" />
  <FILTER>
   return ( NonLands() and OwnedByYou() and InHand() )
  </FILTER>
  <EFFECT>
   DecreaseCost( 1 )
  </EFFECT>                   
</ACTIVATED_ABILITY>
The problem is that it doesn't seam to work with activated abilities... despite it works fine as static ability with Etherium Sculptor for example :?
Have you tried to code a card that produces a colorless mana guys ? Thanks for help.
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Re: Magic Trick : Working out mana producing abilities

Postby Yanna » 19 Aug 2010, 22:05

Hiya ^^

Erm, actually i'd be interested if you can figure it out (think of sol ring ? :)
Seems a tricky one !

^^
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Re: Magic Trick : Working out mana producing abilities

Postby digitalPanda » 08 Nov 2010, 20:53

I've tryed to code Sol Ring and Palladium Myr, and both have the same problem.
Colourless mana don't really work as intended, I tapped the myr and was able to cast 2x Darksteel Myr, then the token depleted.
I've looked at the token code and played around a little but still can't get it working...
Code: Select all
    <TOKEN_REGISTRATION type="_COLOURLESS_MANA_Token" reservation="2" />
    <ACTIVATED_ABILITY tag="PALLADIUM_MYR_RULE_1" layer="0" forced_skip="1" >

      <COST type="TapSelf" />

      <EFFECT>
        ProduceColourlessMana( 2 )
      </EFFECT>

    </ACTIVATED_ABILITY>
There's something wrong? I've used pretty much the same code for Sol Ring but again, same problem...
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