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                    									Nonbasic land (and other mana-producers) updates
Moderator: CCGHQ Admins
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Nonbasic land (and other mana-producers) updates
 by Splinterverse » 17 Jan 2017, 14:02
by Splinterverse » 17 Jan 2017, 14:02 
MM = Manual tapping for mana
We have been improving nonbasic land functionality (thanks to code from Xander9009).
As of the next CW update, most dual lands will function a little differently. This only impacts lands that do NOT have MM in the filename.
If the player is AI, the auto-tapped color will randomly change frequently, so that the AI has a better chance of being able to use the mana. (Previously, the AI couldn't use it at all or could only use one of the two colors offered by the land.)
If the player is human, the player can click on the ability and do several things:
-- Set it to auto tap for the first color (can be changed by the player at any time)
-- Set it to auto tap for the second color (can be changed by the player at any time)
-- Produce the first color
-- Produce the second color
-- Turn off auto-tapping
The above gives the player more options. Perhaps you don't want it to auto-tap because you want to make sure that the land's other abilities are more available. Or perhaps you are playing a card that triggers when a land is tapped for mana, so you want to turn off auto-tapping (because those abilities don't trigger with auto-tapping).
If you plan to share your decks in the CW or play against AI, I highly recommend switching the lands in your deck to the non-MM versions. By non-MM, I mean that in the deckbuilder, the card's filename does NOT contain MM in it. Eventually some or all of the MM versions will be removed from the CW, so it is a good idea to switch your lands any way.
Tri-lands and any color lands are still in development. However, all Tri- and any color lands do have non-MM versions that offer the AI at least one color of mana to work with. These versions will be updated with the new code as it is developed, so again, I recommend choosing the cards with filenames that do not include MM.
The list below contains the 47 lands that do not currently have a non-MM version. For these, you will need to continue using MM versions (for the time being).
The rest of this thread will document the states of various lands for future development.
- With the exception of the above list of non-MM lands, all dual lands that have a only one mana ability (to produce one of two colors) have been updated to include the new code.
- Lands that have multiple mana abilities, have had their first ability updated. Typically, this is an auto-tap for and the second ability remains MM. Often with these lands, there is an additional cost or restriction to the second/third abilities, so auto-tap code would need to be more involved. For example, Sulfurous Springs does damage to the player when tapped for its second ability. We can't just make that auto-tap without additional code. And, we may choose not to make them auto-tap for that second ability. It's TBD.
 and the second ability remains MM. Often with these lands, there is an additional cost or restriction to the second/third abilities, so auto-tap code would need to be more involved. For example, Sulfurous Springs does damage to the player when tapped for its second ability. We can't just make that auto-tap without additional code. And, we may choose not to make them auto-tap for that second ability. It's TBD.
- All single color producing lands have had their non-MM version either checked, updated, or created so that all should now function via auto-tap.
- Tainted Isle contains code that appears to provide some auto-tap functionality when 2 mana abilities are present. Perhaps it can be used as a starting point to develop code for other multi-mana ability lands.
- I didn't update Nimbus Maze as the code appears to be an early attempt at making auto-tap (or something) happen. In any case, it offers multiple mana abilities, so I would have only updated the first one.
- The following spreadsheet contains a list of all lands that I believe will require some additional coding. With the exception of those in the list above (no non-MM versions), these lands have been improved with some auto-tap functionality, but as you will see in the spreadsheet, there are secondary abilities that could benefit from some additional code. For example, the any color ones that are listed do have the previous auto-tap code in place, but they will need updated once the new code for any color auto-tap is available.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I will update this thread as things develop.
Please feel free to share feedback, bugs, etc.
			
				We have been improving nonbasic land functionality (thanks to code from Xander9009).
As of the next CW update, most dual lands will function a little differently. This only impacts lands that do NOT have MM in the filename.
If the player is AI, the auto-tapped color will randomly change frequently, so that the AI has a better chance of being able to use the mana. (Previously, the AI couldn't use it at all or could only use one of the two colors offered by the land.)
If the player is human, the player can click on the ability and do several things:
-- Set it to auto tap for the first color (can be changed by the player at any time)
-- Set it to auto tap for the second color (can be changed by the player at any time)
-- Produce the first color
-- Produce the second color
-- Turn off auto-tapping
The above gives the player more options. Perhaps you don't want it to auto-tap because you want to make sure that the land's other abilities are more available. Or perhaps you are playing a card that triggers when a land is tapped for mana, so you want to turn off auto-tapping (because those abilities don't trigger with auto-tapping).
If you plan to share your decks in the CW or play against AI, I highly recommend switching the lands in your deck to the non-MM versions. By non-MM, I mean that in the deckbuilder, the card's filename does NOT contain MM in it. Eventually some or all of the MM versions will be removed from the CW, so it is a good idea to switch your lands any way.
Tri-lands and any color lands are still in development. However, all Tri- and any color lands do have non-MM versions that offer the AI at least one color of mana to work with. These versions will be updated with the new code as it is developed, so again, I recommend choosing the cards with filenames that do not include MM.
The list below contains the 47 lands that do not currently have a non-MM version. For these, you will need to continue using MM versions (for the time being).
- Lands that only have MM versions | Open
- Ancient Tomb
 Barbarian Ring
 Boseiju, Who Shelters All
 Bottomless Vault
 Cabal Coffers
 Cabal Pit
 Centaur Garden
 Cephalid Coliseum
 Darkwater Catacombs
 Dwarven Hold
 Exotic Orchard
 Forsaken City
 Fountain of Cho
 Gemstone Caverns
 Gemstone Mine
 Hall of the Bandit Lord
 Hickory Woodlot
 Hollow Trees
 Icatian Store
 Land Cap
 Lava Tubes
 Lotus Vale
 Mana Confluence
 Mercadian Bazaar
 Meteor Crater
 Mishra's Workshop
 Nomad Stadium
 Peat Bog
 Pillar of the Paruns
 Rainbow Vale
 Reflecting Pool
 Remote Farm
 Rhystic Cave
 River Delta
 River of Tears
 Sand Silos
 Sandstone Needle
 Saprazzan Cove
 Saprazzan Skerry
 Serras Sanctum
 Skycloud Expanse
 Subterranean Hangar
 Timberline Ridge
 Tomb of Urami
 Undiscovered Paradise
 Urborg, Tomb of Yawgmoth
The rest of this thread will document the states of various lands for future development.
- With the exception of the above list of non-MM lands, all dual lands that have a only one mana ability (to produce one of two colors) have been updated to include the new code.
- Lands that have multiple mana abilities, have had their first ability updated. Typically, this is an auto-tap for
 and the second ability remains MM. Often with these lands, there is an additional cost or restriction to the second/third abilities, so auto-tap code would need to be more involved. For example, Sulfurous Springs does damage to the player when tapped for its second ability. We can't just make that auto-tap without additional code. And, we may choose not to make them auto-tap for that second ability. It's TBD.
 and the second ability remains MM. Often with these lands, there is an additional cost or restriction to the second/third abilities, so auto-tap code would need to be more involved. For example, Sulfurous Springs does damage to the player when tapped for its second ability. We can't just make that auto-tap without additional code. And, we may choose not to make them auto-tap for that second ability. It's TBD.- All single color producing lands have had their non-MM version either checked, updated, or created so that all should now function via auto-tap.
- Tainted Isle contains code that appears to provide some auto-tap functionality when 2 mana abilities are present. Perhaps it can be used as a starting point to develop code for other multi-mana ability lands.
- I didn't update Nimbus Maze as the code appears to be an early attempt at making auto-tap (or something) happen. In any case, it offers multiple mana abilities, so I would have only updated the first one.
- The following spreadsheet contains a list of all lands that I believe will require some additional coding. With the exception of those in the list above (no non-MM versions), these lands have been improved with some auto-tap functionality, but as you will see in the spreadsheet, there are secondary abilities that could benefit from some additional code. For example, the any color ones that are listed do have the previous auto-tap code in place, but they will need updated once the new code for any color auto-tap is available.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I will update this thread as things develop.
Please feel free to share feedback, bugs, etc.
Last edited by Splinterverse on 01 Mar 2017, 14:40, edited 3 times in total.
					
				
			---------------------------------------------
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Impossible Cards List | Update Your Land Pools
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Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Nonbasic land updates
 by Splinterverse » 22 Jan 2017, 13:45
by Splinterverse » 22 Jan 2017, 13:45 
UPDATE:
I have gone through all enchantments, creatures, and artifacts that produce mana.
For tap to add a single color or dual, I have updated the non-MM versions to have auto-tap functionality that mirrors what we did for the lands (choose between auto and mm, etc.). In some cases, a non-MM version did not exist, so it was created.
For tap to produce one of three colors, I updated to have the existing auto-tap functionality (which is not as robust as dual, but we'll be updating it to do so). The same goes for tap to produce "any color".
The spreadsheet at the link above has been updated to include artifacts, enchantments, and creatures that will require additional coding to be fully auto-tappable. In some cases, these cards are partially auto-tappable.
The spreadsheet also includes details on all tri-color producers for later work.
In addition, I listed which cards have a different numbers in the CW for their MM and non-MM versions. (This is helpful if you are manually updating a deck's XML file and will be helpful in future coding efforts.)
In general, if there is an additional cost to tap for mana (pay 1 life, tap a creature, etc.), there is not yet an auto-tap version of that ability.
Also, if the card has a tap for mana ability with a limitation on it, such as "use this to cast Elf spells" or something else, these have not been updated with auto-tap. We might do that in the future. We just have to work through them and figure out what we will be doing and not doing.
Please let me know if you see any mono/dual tap without restrictions or extra costs that are missing from the CW. My updates should appear in the next CW update.
			I have gone through all enchantments, creatures, and artifacts that produce mana.
For tap to add a single color or dual, I have updated the non-MM versions to have auto-tap functionality that mirrors what we did for the lands (choose between auto and mm, etc.). In some cases, a non-MM version did not exist, so it was created.
For tap to produce one of three colors, I updated to have the existing auto-tap functionality (which is not as robust as dual, but we'll be updating it to do so). The same goes for tap to produce "any color".
The spreadsheet at the link above has been updated to include artifacts, enchantments, and creatures that will require additional coding to be fully auto-tappable. In some cases, these cards are partially auto-tappable.
The spreadsheet also includes details on all tri-color producers for later work.
In addition, I listed which cards have a different numbers in the CW for their MM and non-MM versions. (This is helpful if you are manually updating a deck's XML file and will be helpful in future coding efforts.)
In general, if there is an additional cost to tap for mana (pay 1 life, tap a creature, etc.), there is not yet an auto-tap version of that ability.
Also, if the card has a tap for mana ability with a limitation on it, such as "use this to cast Elf spells" or something else, these have not been updated with auto-tap. We might do that in the future. We just have to work through them and figure out what we will be doing and not doing.
Please let me know if you see any mono/dual tap without restrictions or extra costs that are missing from the CW. My updates should appear in the next CW update.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Nonbasic land updates
 by Splinterverse » 01 Feb 2017, 15:54
by Splinterverse » 01 Feb 2017, 15:54 
I have created (and/or updated) auto-tap non-MM versions for:
City of Shadows
Cloudpost
Elvish Archdruid
Everflowing Chalice
Gaea's Cradle
Gyre Sage
Karametra's Acolyte
Kydele, Chosen of Kruphix
Priest of Titania
Rofellos, Llanowar Emissary
Serra's Sanctum
Tolarian Academy
Viridian Joiner
These work well for both AI and human players.
OP has been updated.
			City of Shadows
Cloudpost
Elvish Archdruid
Everflowing Chalice
Gaea's Cradle
Gyre Sage
Karametra's Acolyte
Kydele, Chosen of Kruphix
Priest of Titania
Rofellos, Llanowar Emissary
Serra's Sanctum
Tolarian Academy
Viridian Joiner
These work well for both AI and human players.
OP has been updated.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
		The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
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Re: Nonbasic land updates
 by Xander9009 » 03 Feb 2017, 04:44
by Xander9009 » 03 Feb 2017, 04:44 
I just went through and corrected many cards which had  where it should have had
 where it should have had  .
.
Blackcleave Cliffs
Choked Estuary
Creeping Tar Pit
Darkslick Shores
Dimir Cluestone
Dimir Guildgate
Dimir Keyrune
Dismal Backwater
Drake-Skull Cameo
Drowned Catacomb
Frost Marsh
Highland Lake
Izzet Cluestone
Izzet Guildgate
Jwar Isle Refuge
Mistvein Borderpost
Salt Marsh
Secluded Glen
Silumgar Monument
Spirebluff Canal
Steam Vents
Submerged Boneyard
Sunken Hollow
Swiftwater Cliffs
Temple of Deceit
Temple of Epiphany
Tresserhorn Sinks
Underground Sea
Volcanic Island
Wandering Fumarole
Watery Grave
Specifically, they had this code:
 from working.
 from working.
			 where it should have had
 where it should have had  .
.Blackcleave Cliffs
Choked Estuary
Creeping Tar Pit
Darkslick Shores
Dimir Cluestone
Dimir Guildgate
Dimir Keyrune
Dismal Backwater
Drake-Skull Cameo
Drowned Catacomb
Frost Marsh
Highland Lake
Izzet Cluestone
Izzet Guildgate
Jwar Isle Refuge
Mistvein Borderpost
Salt Marsh
Secluded Glen
Silumgar Monument
Spirebluff Canal
Steam Vents
Submerged Boneyard
Sunken Hollow
Swiftwater Cliffs
Temple of Deceit
Temple of Epiphany
Tresserhorn Sinks
Underground Sea
Volcanic Island
Wandering Fumarole
Watery Grave
Specifically, they had this code:
- | Open
- Code: Select all
- <MANA_ABILITY resource_id="0">
 <COST type="TapSelf" />
 <PRODUCES amount="{1}" />
 </MANA_ABILITY>
 <MANA_ABILITY resource_id="1">
 <COST type="TapSelf" />
 <PRODUCES amount="{W}" />
 </MANA_ABILITY>
 <MANA_ABILITY resource_id="2">
 <COST type="TapSelf" />
 <PRODUCES amount="{U}" />
 </MANA_ABILITY>
 <MANA_ABILITY resource_id="3">
 <COST type="TapSelf" />
 <PRODUCES amount="{U}" />
 </MANA_ABILITY>
 <MANA_ABILITY resource_id="4">
 <COST type="TapSelf" />
 <PRODUCES amount="{R}" />
 </MANA_ABILITY>
 <MANA_ABILITY resource_id="5">
 <COST type="TapSelf" />
 <PRODUCES amount="{G}" />
 </MANA_ABILITY>
 
 from working.
 from working._______________________________
Community Wad - Community Wad Website - How to Help and Report Bugs
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 Xander9009
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Re: Nonbasic land updates
 by Splinterverse » 03 Feb 2017, 12:27
by Splinterverse » 03 Feb 2017, 12:27 
Ignore my last response to this (which I have deleted). I looked more closely at the code and I see what you referencing now. I'm going through my stash of the code that I used for replication to see if any others are affected. Will post when I'm done checking.Xander9009 wrote:I just went through and corrected many cards which hadwhere it should have had
.
Blackcleave Cliffs
Choked Estuary
Creeping Tar Pit
Darkslick Shores
Dimir Cluestone
Dimir Guildgate
Dimir Keyrune
Dismal Backwater
Drake-Skull Cameo
Drowned Catacomb
Frost Marsh
Highland Lake
Izzet Cluestone
Izzet Guildgate
Jwar Isle Refuge
Mistvein Borderpost
Salt Marsh
Secluded Glen
Silumgar Monument
Spirebluff Canal
Steam Vents
Submerged Boneyard
Sunken Hollow
Swiftwater Cliffs
Temple of Deceit
Temple of Epiphany
Tresserhorn Sinks
Underground Sea
Volcanic Island
Wandering Fumarole
Watery Grave
Specifically, they had this code:It was preventing the auto-tap for
- | Open
- Code: Select all
<MANA_ABILITY resource_id="0">
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="1">
<COST type="TapSelf" />
<PRODUCES amount="{W}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="2">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="3">
<COST type="TapSelf" />
<PRODUCES amount="{U}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="4">
<COST type="TapSelf" />
<PRODUCES amount="{R}" />
</MANA_ABILITY>
<MANA_ABILITY resource_id="5">
<COST type="TapSelf" />
<PRODUCES amount="{G}" />
</MANA_ABILITY>from working.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
		The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
- Posts: 918
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- Has thanked: 150 times
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Re: Nonbasic land updates
 by Splinterverse » 03 Feb 2017, 12:32
by Splinterverse » 03 Feb 2017, 12:32 
Blue or Red is also affected. I'll go through and correct those now. 
The only section I changed from color pair to color pair was the top continuous block. I must have had a bad copy/paste in there somewhere.
EDIT TO ADD: Blue or Black was already fixed by Xander. Blue or Red shouldn't affect play since these lands don't actually tap for Black, but I am fixing them now so that the code is safe for replication elsewhere.
			The only section I changed from color pair to color pair was the top continuous block. I must have had a bad copy/paste in there somewhere.
EDIT TO ADD: Blue or Black was already fixed by Xander. Blue or Red shouldn't affect play since these lands don't actually tap for Black, but I am fixing them now so that the code is safe for replication elsewhere.
---------------------------------------------
The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
		The DOTP2014 CW is updated nightly between 11 PM and 12 AM EST.
Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
- Splinterverse
- Posts: 918
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Re: Nonbasic land updates
 by Splinterverse » 03 Feb 2017, 12:53
by Splinterverse » 03 Feb 2017, 12:53 
I have fixed/uploaded a few more and have checked all the ones within the color pairs identified.
			---------------------------------------------
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Impossible Cards List | Update Your Land Pools
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Impossible Cards List | Update Your Land Pools
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Re: Nonbasic land (and other mana-producers) updates
 by Splinterverse » 01 Mar 2017, 14:40
by Splinterverse » 01 Mar 2017, 14:40 
I have updated all of the tri-color mana producers to make use of Xander's auto-tap code. This means that the non-MM versions of these cards should be much easier for AI players to use AND they offer more options for human players (you can choose to auto-tap or produce manual mana). 
The tri-color cards updated are:
Abzan Banner
Crumbling Necropolis
Druid of the Anima
Frontier Bivouac
Jeskai Banner
Jungle Shrine
Mardu Banner
Mystic Monastery
Noble Hierarch
Nomad Outpost
Obelisk of Bant
Obelisk of Esper
Obelisk of Grixis
Obelisk of Jund
Obelisk of Naya
Opulent Palace
Rattleclaw Mystic
Sandsteppe Citadel
Savage Lands
Seaside Citadel
Sultai Banner
Temur Banner
Urborg Elf
If I have missed any, please let me know.
These will appear in the next CW update.
			The tri-color cards updated are:
Abzan Banner
Crumbling Necropolis
Druid of the Anima
Frontier Bivouac
Jeskai Banner
Jungle Shrine
Mardu Banner
Mystic Monastery
Noble Hierarch
Nomad Outpost
Obelisk of Bant
Obelisk of Esper
Obelisk of Grixis
Obelisk of Jund
Obelisk of Naya
Opulent Palace
Rattleclaw Mystic
Sandsteppe Citadel
Savage Lands
Seaside Citadel
Sultai Banner
Temur Banner
Urborg Elf
If I have missed any, please let me know.
These will appear in the next CW update.
---------------------------------------------
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Known Issues/Bugs |
Impossible Cards List | Update Your Land Pools
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Impossible Cards List | Update Your Land Pools
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Re: Nonbasic land (and other mana-producers) updates
 by Xander9009 » 17 Mar 2017, 07:48
by Xander9009 » 17 Mar 2017, 07:48 
I might have finally thought of a way to handle granting mana abilities using the updated functions.
For background, the current problem with doing so is two-fold.
1: The new functions only work if the RSN_MarkCanProduceMana() function is called on layer 0, but granted abilities don't work below layer 6.
2: If you add an auto-tap mana ability to a card that isn't excepting to have one, it can cause problems for that card if it has another ability that costs mana and taps. Specifically, if the mana it produces could pay for part of the other ability's cost, then activating the other ability will be done as if it paid for itself, which gives you free mana. As an example, if you have Chromatic Lantern and Arena in play, then you'll be able to activate its ability for a cost of because the extra
 because the extra  is paid by itself even though it shouldn't be.
 is paid by itself even though it shouldn't be.
The idea is completely hypothetical at the moment, not tested at all. There are a few parts to it in order to address both of the above in as many situations as we can without altering thousands of cards.
1: Within the function CW_Mana_AvailabilityHack (explained below), add the given card to a list of cards which have the functionality built-in.
2: When granting a mana ability, do two things. 1) If the card is in that list of cards with the new functions OR if it's a land, then simply call RSN_MarkCanProduceMana() on it with the new colors. The functions will take care of the rest. 2) If it's not, then grant the normal MM ability version.
3: On any land card that has an ability which might suffer like Arena above, add an availability block that returns "CW_Mana_AvailabilityHack("{3}")". ("{3}" would become whatever the ability's mana cost is.) This is a function I just coded which can take the current auto-tap mana ability and add it to the given mana cost and check if it can be afforded.
4: On any mana producing cards, make sure their abilities get the same treatment.
5: Any card which grants an ability with a mana cost AND a cost, add an availability block which calls a modified version of the above function. This modified version would check if the card being granted the ability is either a land or is in the list. If it is, then return true only if the cost plus the current production can be paid. Otherwise, return true (the normal mana cost block will take care of it).
 cost, add an availability block which calls a modified version of the above function. This modified version would check if the card being granted the ability is either a land or is in the list. If it is, then return true only if the cost plus the current production can be paid. Otherwise, return true (the normal mana cost block will take care of it).
Thespian's Stage will need carefully tested.
All lands will need to have the new functions, even if they don't have any ability to normally make use of the new functions directly.
Ideally, all non-land permanents that produce exactly one mana in a way that can be repeated should also have the new functions. Even ones that are MM only at the moment for whatever reason.
This would be a long process, and it would need the functions I described earlier. The main CW_Mana_AvailabilityHack function is already made (but isn't in the CW) and tested (on Abzan Banner), but it would need to be modified a bit before it would be usable.
I wanted to get this all typed out so I could refer back to it later.
			For background, the current problem with doing so is two-fold.
1: The new functions only work if the RSN_MarkCanProduceMana() function is called on layer 0, but granted abilities don't work below layer 6.
2: If you add an auto-tap mana ability to a card that isn't excepting to have one, it can cause problems for that card if it has another ability that costs mana and taps. Specifically, if the mana it produces could pay for part of the other ability's cost, then activating the other ability will be done as if it paid for itself, which gives you free mana. As an example, if you have Chromatic Lantern and Arena in play, then you'll be able to activate its ability for a cost of
 because the extra
 because the extra  is paid by itself even though it shouldn't be.
 is paid by itself even though it shouldn't be.The idea is completely hypothetical at the moment, not tested at all. There are a few parts to it in order to address both of the above in as many situations as we can without altering thousands of cards.
1: Within the function CW_Mana_AvailabilityHack (explained below), add the given card to a list of cards which have the functionality built-in.
2: When granting a mana ability, do two things. 1) If the card is in that list of cards with the new functions OR if it's a land, then simply call RSN_MarkCanProduceMana() on it with the new colors. The functions will take care of the rest. 2) If it's not, then grant the normal MM ability version.
3: On any land card that has an ability which might suffer like Arena above, add an availability block that returns "CW_Mana_AvailabilityHack("{3}")". ("{3}" would become whatever the ability's mana cost is.) This is a function I just coded which can take the current auto-tap mana ability and add it to the given mana cost and check if it can be afforded.
4: On any mana producing cards, make sure their abilities get the same treatment.
5: Any card which grants an ability with a mana cost AND a
 cost, add an availability block which calls a modified version of the above function. This modified version would check if the card being granted the ability is either a land or is in the list. If it is, then return true only if the cost plus the current production can be paid. Otherwise, return true (the normal mana cost block will take care of it).
 cost, add an availability block which calls a modified version of the above function. This modified version would check if the card being granted the ability is either a land or is in the list. If it is, then return true only if the cost plus the current production can be paid. Otherwise, return true (the normal mana cost block will take care of it).- Grant abilities with relevant costs | Open
- These will need to have the modified availability block code.
 Caribou Range
 Claim of Erebos
 Dragon Throne of Tarkir
 Dual Casting
 Ephara's Radiance
 Epiphany Storm
 Evanescent Intellect
 Evil Twin
 Gleam of Authority
 Leafdrake Roost
 Pathway Arrows
 Poultice Sliver
 Siren Song Lyre
 Thornbite Staff
 Titan of Eternal Fire
 Witches' Eye
- Grant mana-producing abilities | Open
- These will need to grant only the new color(s) using RSN_MarkCanProduceMana on layer 0 if the target is a land or is in the list.
 Abundant Growth
 Chromatic Lantern
 Citanul Hierophants
 Cryptolith Rite
 Gemhide Sliver
 Joiner Adept
 Karametra's Favor
 Manaweft Sliver
 Multani's Harmony
 Paradise Mantle
 Rishkar, Peema Renegade
 Unbridled Growth
 Utopia Vow
- Technically fit the above, but aren't compatible with functions | Open
- Joraga Treespeaker
 Overlaid Terrain
 Sachi, Daughter of Seshiro
 Sheltered Aerie
 Weirding Wood
- Lands with innate relevant ability cost | Open
- These all need the new availability block function added.
 Academy Ruins
 Alchemist's Refuge
 Ally Encampment
 An-Havva Township
 Arcane Lighthouse
 Arena
 Aysen Abbey
 Balduvian Trading Post
 Bant Panorama
 Barbarian Ring
 Blighted Cataract
 Blighted Fen
 Blighted Gorge
 Blighted Steppe
 Blighted Woodland
 Blinkmoth Nexus
 Blinkmoth Well
 Buried Ruin
 Cabal Coffers
 Cabal Pit
 Calciform Pools
 Cascade Bluffs
 Castle Sengir
 Centaur Garden
 Cephalid Coliseum
 Contested Cliffs
 Contested War Zone
 Crucible of the Spirit Dragon
 Crypt of Agadeem
 Crystal Quarry
 Darkwater Catacombs
 Daru Encampment
 Deserted Temple
 Desolate Lighthouse
 Dreadship Reef
 Duskmantle, House of Shadow
 Dust Bowl
 Eiganjo Castle
 Encroaching Wastes
 Esper Panorama
 Eye of Ugin
 Fetid Heath
 Fire-Lit Thicket
 Flamekin Village
 Flooded Grove
 Foundry of the Consuls
 Fungal Reaches
 Gargoyle Castle
 Gavony Township
 Geier Reach Sanitarium
 Goblin Burrows
 Graven Cairns
 Grim Backwoods
 Grixis Panorama
 Grove of the Guardian
 Haunted Fengraf
 Haven of the Spirit Dragon
 Hellion Crucible
 Henge of Ramos
 Horizon Canopy
 Howltooth Hollow
 Inventors' Fair
 Jund Panorama
 Keldon Megaliths
 Keldon Necropolis
 Kessig Wolf Run
 Kher Keep
 Kjeldoran Outpost
 Kor Haven
 Koskun Keep
 Krosan Verge
 Leechridden Swamp
 Madblind Mountain
 Mage-Ring Network
 Magosi, the Waterveil
 Maze's End
 Mikokoro, Center of the Sea
 Minamo, School at Water's Edge
 Miren, the Moaning Well
 Mirrorpool
 Mistveil Plains
 Molten Slagheap
 Moonring Island
 Moorland Haunt
 Mossfire Valley
 Mosswort Bridge
 Myriad Landscape
 Mystic Gate
 Mystifying Maze
 Naya Panorama
 Nephalia Drownyard
 Nivix, Aerie of the Firemind
 Nomad Stadium
 Novijen, Heart of Progress
 Nykthos, Shrine to Nyx
 Okina, Temple to the Grandfathers
 Orzhova, the Church of Deals
 Phyrexia's Core
 Rath's Edge
 Riptide Laboratory
 Rishadan Port
 Rix Maadi, Dungeon Palace
 Rogue's Passage
 Rugged Prairie
 Safe Haven
 Saltcrusted Steppe
 Sapseep Forest
 School of the Unseen
 Sea Gate Wreckage
 Seaside Haven
 Sequestered Stash
 Shadowblood Ridge
 Shelldock Isle
 Shimmering Grotto
 Shinka, the Bloodsoaked Keep
 Shivan Gorge
 Shizo, Death's Storehouse
 Skarrg, the Rage Pits
 Skycloud Expanse
 Slayers' Stronghold
 Sliver Hive
 Soldevi Excavations
 Spawning Bed
 Spinerock Knoll
 Springjack Pasture
 Starlit Sanctum
 Stensia Bloodhall
 Sungrass Prairie
 Sunhome, Fortress of the Legion
 Sunken Ruins
 Tectonic Edge
 Terminal Moraine
 Terrain Generator
 Thawing Glaciers
 Thespian's Stage
 Throne of the High City
 Tomb of the Spirit Dragon
 Tomb of Urami
 Tower of the Magistrate
 Twilight Mire
 Unholy Grotto
 Unknown Shores
 Urza's Factory
 Vault of the Archangel
 Vitu-Ghazi, the City-Tree
 Volrath's Stronghold
 Warped Landscape
 Westvale Abbey//Ormendahl, Profane Prince
 Windbrisk Heights
 Winding Canyons
 Wintermoon Mesa
 Wirewood Lodge
 Wizards' School
 Wooded Bastion
 Yavimaya Hollow
Thespian's Stage will need carefully tested.
All lands will need to have the new functions, even if they don't have any ability to normally make use of the new functions directly.
Ideally, all non-land permanents that produce exactly one mana in a way that can be repeated should also have the new functions. Even ones that are MM only at the moment for whatever reason.
This would be a long process, and it would need the functions I described earlier. The main CW_Mana_AvailabilityHack function is already made (but isn't in the CW) and tested (on Abzan Banner), but it would need to be modified a bit before it would be usable.
I wanted to get this all typed out so I could refer back to it later.
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 Xander9009
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 Re: Nonbasic land (and other mana-producers) updates
 Re: Nonbasic land (and other mana-producers) updates
			 by Mori » 19 Sep 2020, 11:45
by Mori » 19 Sep 2020, 11:45 
Bug: activated ability of Noble Hierarch (NOBLE_HIERARCH_CW_179434) and Birds of Paradise (BIRDS_OF_PARADISE_CW_221896) ignores the summoning sickness. Probably the same with other creatures that were updated due this theme (Druid of the Anima, Rattleclaw Mystic, Urborg Elf).
			
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