static mana ability pump for basic lands
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static mana ability pump for basic lands
by slapshot5 » 08 May 2011, 17:17
I think we could simplify several things in our code if we made a static ability pump for basic land types. That way, we could just look at types and assign abilities "on the fly" so to speak.
Example:
Things like Tidal Warrior could just use AF_Animate to change type to Island, then the static pump would handle the mana ability. Also useful for Blood Moon, Urborg, Tomb of Yawgmoth, etc.
Thoughts? Potential hangups?
-slapshot5
Example:
Things like Tidal Warrior could just use AF_Animate to change type to Island, then the static pump would handle the mana ability. Also useful for Blood Moon, Urborg, Tomb of Yawgmoth, etc.
Thoughts? Potential hangups?
-slapshot5
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Re: static mana ability pump for basic lands
by friarsol » 08 May 2011, 18:41
Agreed. When I was converting AFs for Mana I was thinking it would be so much easier for the 5 basic land types to be granted mana abilities, instead of having it written out.slapshot5 wrote:I think we could simplify several things in our code if we made a static ability pump for basic land types. That way, we could just look at types and assign abilities "on the fly" so to speak.
Example:
Things like Tidal Warrior could just use AF_Animate to change type to Island, then the static pump would handle the mana ability. Also useful for Blood Moon, Urborg, Tomb of Yawgmoth, etc.
Thoughts? Potential hangups?
-slapshot5
Can Animate handle hiding existing abilities that the card already has?
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Re: static mana ability pump for basic lands
by slapshot5 » 08 May 2011, 20:54
Not currently. It can overwrite types and colors only.friarsol wrote:Can Animate handle hiding existing abilities that the card already has?
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Re: static mana ability pump for basic lands
by slapshot5 » 08 May 2011, 21:04
So, I suppose I can just put a call to:
GameActionUtil.stLandManaAbilities.execute() in GameAction.checkStateEffects()?
Or is there a better way to handle it?
GameActionUtil.stLandManaAbilities.execute() in GameAction.checkStateEffects()?
Or is there a better way to handle it?
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Re: static mana ability pump for basic lands
by slapshot5 » 09 May 2011, 02:33
I've checked something in for this. If you see any problems with basic lands or dual lands with the basic land types, or the auras that change land types, please let me know.
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Re: static mana ability pump for basic lands
by slapshot5 » 09 May 2011, 15:57
Also, are there any other cards in Forge that will need to be updated for this? It's not easy to search the source code for things that would need to be changed.
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Re: static mana ability pump for basic lands
by Sloth » 09 May 2011, 17:09
Maybe Spreading Seas and friends?slapshot5 wrote:Also, are there any other cards in Forge that will need to be updated for this? It's not easy to search the source code for things that would need to be changed.
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Re: static mana ability pump for basic lands
by slapshot5 » 09 May 2011, 20:00
I got the auras. They should work.
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