Magic Trick : Working out mana producing abilities

EDIT : 07-21-2010
- Updated the DLC with new mana-producing cards. Now the 'Crash-Test Deck' is playable by the AI.
- Mana count is no longer incorrect when casting spells.
Hi all !
I kept this until it would be significant to realease a test-DLC, and i hope you'll find it interesting.
If you want to skip the talking, here's the link to DLC_7778 : Updated ! http://www.mediafire.com/?a4d41d7qv9q1hu6
A little warning thought, it's still under dev and needs some fixing, so every idea is welcome to improve it.
I've tried for a long time to use tokens as 'mana lands', but the game can't understand that a token is not a creature
But then, loosing hope there was one last crazy test to be done, via a misleading named function.
PutTokensIntoPlay
Yeah right, you can put tokens into play good thing... But how about you try to create a non-token card instead ? As shocking as it is, you can 'spawn' any card you want, not just tokens
From this on, it was a matter of code-fixing and after many crashes here's the result :


How does it works :
- 5 new 'basic lands' are created as cards. They represents mana tokens.
- These lands have very special abilities :
=> can't be the target of spells or effects
=> removed from the game if they ever get tapped
=> removed from the game at the end of every step
=> cool pictures
- You can spawn those lands via the allmighty PutTokensIntoPlay function, as a spell ability (thinking dark ritual ? or an activated ability, surely via triggers but i didn't test it).
- They act as lands, thought don't count towards your one land limit. You can also 'produce mana' at instant speed (see coded cards).
So if you find it interesting and want to give me a hand on fixing this, you're welcome ! Mana producing cards would completely change the options available and certainly add a nice bunch of good cards to the sets.
Until then, have fun and see ya later,
YannA a.k.a NOVA
- Updated the DLC with new mana-producing cards. Now the 'Crash-Test Deck' is playable by the AI.
- Mana count is no longer incorrect when casting spells.
Hi all !
I kept this until it would be significant to realease a test-DLC, and i hope you'll find it interesting.
If you want to skip the talking, here's the link to DLC_7778 : Updated ! http://www.mediafire.com/?a4d41d7qv9q1hu6
A little warning thought, it's still under dev and needs some fixing, so every idea is welcome to improve it.
I've tried for a long time to use tokens as 'mana lands', but the game can't understand that a token is not a creature

But then, loosing hope there was one last crazy test to be done, via a misleading named function.
PutTokensIntoPlay
Yeah right, you can put tokens into play good thing... But how about you try to create a non-token card instead ? As shocking as it is, you can 'spawn' any card you want, not just tokens

From this on, it was a matter of code-fixing and after many crashes here's the result :


How does it works :
- 5 new 'basic lands' are created as cards. They represents mana tokens.
- These lands have very special abilities :
=> can't be the target of spells or effects
=> removed from the game if they ever get tapped
=> removed from the game at the end of every step
=> cool pictures

- You can spawn those lands via the allmighty PutTokensIntoPlay function, as a spell ability (thinking dark ritual ? or an activated ability, surely via triggers but i didn't test it).
- They act as lands, thought don't count towards your one land limit. You can also 'produce mana' at instant speed (see coded cards).
So if you find it interesting and want to give me a hand on fixing this, you're welcome ! Mana producing cards would completely change the options available and certainly add a nice bunch of good cards to the sets.
Until then, have fun and see ya later,
YannA a.k.a NOVA