GrovyleXShinyCelebi wrote:Something I don't get about ( FE_LUA_CONDITION, 1, EffectController(), EffectDC() ), why must you put "EffectController()" and "EffectDC()"? I believe the "1" means "if this condition return true", but what's up with the last 2 values?
"1" means that you are referring to FILTER_CONDITION with id="1". I don't know why we need to specify EffectController() and EffectDC(), either... but official cards do that and it seems to work, so I don't bother.
GrovyleXShinyCelebi wrote:Originally, I took
Archangel of Strife as an opportunity to practice making a loop with "local parity = n % 2", but after it never working after a half hour of testing I decided to scrap that method and just pull off the code with the tried-and-true, copying-and-pasting from
Fleshbag Marauder. Does that method get the same result as this one? Is it rendered obselete with repeating RESOLUTION_TIME_ACTION blocks?
When you use parity you are using repeating actions anyway: the parity check is needed when you want to do something on even iterations and something different on odd iterations. If you use parity, you usually apply the effect of the latest choice before going on asking to the other players. I don't think this would have any impact on
Archangel of Strife. DotP is usually loose on this kind of problems even on official cards. If you read the rules, you'll notice that when a choice must be performed by all players, the first to choose should be the active player, but this is totally ignored on DotP (unless they dynamically shift the active player to MTG():GetNthPlayer(0), which I never paid attention to, but something tells me they don't).