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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
by 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.
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.
Re: upgrade mana producing for kev's Custom DLC MOD
by 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)
(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.
Re: upgrade mana producing for kev's Custom DLC MOD
by nabeshin » 22 Nov 2011, 14:18
At last I managed to switch off auto mana choice!


- Code: Select all
var_auto_mana_choice
var_auto_mana_prompt

Re: upgrade mana producing for kev's Custom DLC MOD
by Persee » 22 Nov 2011, 16:09
Well done nabeshin !
Keep working, I'm sure you will find the solution.
Keep working, I'm sure you will find the solution.
Re: upgrade mana producing for kev's Custom DLC MOD
by nabeshin » 23 Nov 2011, 22:21
I not be such serious...Persee wrote:Well done nabeshin !
Keep working, I'm sure you will find the solution.
It is necessary to have an initial code what to complete another's work.
TO COMPLETE.
It is not made entirely.
Re: upgrade mana producing for kev's Custom DLC MOD
by nabeshin » 29 Nov 2011, 10:43
Solved stability of work of a Phantasmal Image, on evening update come...
Re: upgrade mana producing for kev's Custom DLC MOD
by 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.
Re: upgrade mana producing for kev's Custom DLC MOD
by thefiremind » 11 Dec 2011, 09:29
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.Persee wrote:I tested the ProduceMana funtion and I noticed that the AI taps lands for do nothing.
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}" />


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.


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Re: upgrade mana producing for kev's Custom DLC MOD
by nabeshin » 14 Dec 2011, 12:41
Sense of my changes in mana-systemPersee wrote:I tested the ProduceMana function and I noticed that the AI taps lands for do nothing.
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
Re: upgrade mana producing for kev's Custom DLC MOD
by Eglin » 09 Mar 2012, 16:37
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.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.
Re: upgrade mana producing for kev's Custom DLC MOD
by thefiremind » 09 Mar 2012, 22:49
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.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.
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
Currently busy with life...
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thefiremind - Programmer
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