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upgrade mana producing for kev's Custom DLC MOD

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upgrade mana producing for kev's Custom DLC MOD

Postby nabeshin » 19 Nov 2011, 22:54

This files upgrade mana producing for kev's Custom DLC MOD and implement all my function.
extract to DATA_DLC_7777, and remake wad-file
New func - ProduceMana(color,value)
color type - "C","B","G","R","U","W"
value - mana value added to manapool.
Attachments
DATA_ALL_PLATFORMS.rar
2011/11/30
(285.06 KiB) Downloaded 481 times
Last edited by nabeshin on 29 Nov 2011, 20:52, edited 4 times in total.
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby nabeshin » 21 Nov 2011, 19:15

improved and corrected cards:

(all mana source cards), and
PROGENITUS
PATH TO EXILE
BLOODLORD OF VAASGOTH
BOSH IRON GOLEM
MARTYR OF SANDS
TEFERIS PUZZLE_BOX
ISOCHRON SCEPTER
MANA LEAK
WHIRLPOOL DRAKE(renamed)
DJINN OF WISHES(renamed)
PHANTASMAL IMAGE(stable)
Last edited by nabeshin on 29 Nov 2011, 20:53, edited 2 times in total.
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby nabeshin » 22 Nov 2011, 14:18

At last I managed to switch off auto mana choice! :supz:
Code: Select all
var_auto_mana_choice
var_auto_mana_prompt
Now during the moment when it is required to choose from the different lands - game crush with an error message
:cry:
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby Persee » 22 Nov 2011, 16:09

Well done nabeshin !

Keep working, I'm sure you will find the solution.
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby nabeshin » 23 Nov 2011, 22:21

Persee wrote:Well done nabeshin !

Keep working, I'm sure you will find the solution.
I not be such serious...
It is necessary to have an initial code what to complete another's work.
TO COMPLETE.
It is not made entirely.
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby nabeshin » 29 Nov 2011, 10:43

Solved stability of work of a Phantasmal Image, on evening update come...
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby Persee » 11 Dec 2011, 07:41

I tested the ProduceMana function and I noticed that the AI taps lands for do nothing.
Last edited by Persee on 11 Dec 2011, 09:52, edited 1 time in total.
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby thefiremind » 11 Dec 2011, 09:29

Persee wrote:I tested the ProduceMana funtion and I noticed that the AI taps lands for do nothing.
Even if it's really clever, I have never been a fan of this way of producing mana, in fact I avoided coding cards that needed to be done like this. I know it's a huge limitation, but I'm happy anyway.

I discovered something useful that can mimic any card that produces 2 mana (Ravnica bounce lands or Sol Ring for example) without using this trick. It has a problem (read on and see), but I share it in case someone needs it.

Let's take Sol Ring for example. If you code its mana ability with:
Code: Select all
<PRODUCES amount="{2}" />
you make something really broken. Whenever you need only 1 mana and your lands are already tapped, the game will provide the mana with Sol Ring without tapping it! :shock: So you could have infinite mana as long as you can pay {1} at a time.
A better way to do it is to give Sol Ring 2 mana abilities, each one producing 1 mana. I discovered that the mana abilities are used all together when tapping the permanent, and this way, if you need only 1 mana, Sol Ring becomes tapped. The only downside is that mana pool doesn't exist in the game, so if you use Sol Ring for only 1 mana, the other point is lost. #-o Anyway it's better than allowing infinite mana. :wink:
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby nabeshin » 14 Dec 2011, 12:41

Persee wrote:I tested the ProduceMana function and I noticed that the AI taps lands for do nothing.
Sense of my changes in mana-system
1 simplification of a kind of called function
2 support of minimum quantity mana-tokens in game (without a cycle destruction - creation - put in play)
On it actions of the AI are connected with errors of scripts not considering our changes
Attachments
111.rar
art for my cards
(5.17 MiB) Downloaded 381 times
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby Eglin » 09 Mar 2012, 16:37

thefiremind wrote:Even if it's really clever, I have never been a fan of this way of producing mana, in fact I avoided coding cards that needed to be done like this. I know it's a huge limitation, but I'm happy anyway.
Would you please explain why you're opposed to this method? Aside from the requirement that six new token cards must be distributed, I can't really discern any downside.
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Re: upgrade mana producing for kev's Custom DLC MOD

Postby thefiremind » 09 Mar 2012, 22:49

Eglin wrote:Would you please explain why you're opposed to this method? Aside from the requirement that six new token cards must be distributed, I can't really discern any downside.
I'm not opposed, I just don't like to use it. The game won't recognize the token production as a mana ability, in case some effects care about it (think about split second). And I wouldn't like to have some cards that act as there was a mana pool, and other cards that don't. I feel happy with the game as it is, and I only add cards that don't mess with its basics. I'm not saying that using this method is wrong, everyone is free to add the mods that he likes.
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