How to Fix annoying problems with Tapping Mana on wrong Phase.

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wagicmagic28
Posts: 275
Joined: Mon Aug 19, 2013 3:51 pm

How to Fix annoying problems with Tapping Mana on wrong Phase.

Post by wagicmagic28 » Mon Sep 16, 2019 9:02 pm

If you delete the lines about Mana and make your MTG file in the rules folder look like this that annoying problem where you tap your mana on the draw or upkeep phase too early NEVER will happen again. LOOK@#Mana Empties from manapool at the end of each phase...It should be like this I noticed no one posted a fix for this and I remember reading a thread about the accidental tapping mana/land question in the Forum here. So I found this fix to work for myself and it works great...The Mtg file should look like this...copy and paste it if you want.

# This is the basic rules for MTG.
# Do not add any "Draw X cards at startup" or "shuffle" here, as the story mode

and the test suite rely on this
# file, and they usually don't expect the draw rule or shuffle to happen
# If you want shuffle or draw events, put them directly in your own rules file that

includes this file, see clasic.txt for example
hidden
[INIT]
mode=mtg

#MTG Game specific rules
auto=bonusrule
auto=putinplayrule
auto=kickerrule
auto=alternativecostrule
auto=buybackrule
auto=flashbackrule
auto=retracerule
auto=suspendrule
auto=morphrule
auto=payzerorule
auto=overloadrule
auto=attackrule
auto=attackcostrule
auto=blockrule
auto=blockcostrule
auto=combattriggerrule
auto=legendrule
auto=planeswalkerrule
auto=planeswalkerdamage
auto=planeswalkerattack
auto=tokencleanuprule
auto=persistrule
auto=vampirerule
auto=unearthrule
auto=lifelinkrule
auto=deathtouchrule
auto=soulbondrule
auto=dredgerule
auto=bestowrule

[PLAYERS]
life:20
offerinterruptonphase=draw

auto=sethand:7
auto=@each my draw:draw:1
auto=maxPlay(land)1


#Lands Mana Rules
auto=lord(Plains[-noactivatedability;-nomanaability;-notapability;land]|

MyBattlefield) {T}:Add{W}
auto=lord(Island[-noactivatedability;-nomanaability;-notapability;land]|

MyBattlefield) {T}:Add{U}
auto=lord(Swamp[-noactivatedability;-nomanaability;-notapability;land]|

MyBattlefield) {T}:Add{B}
auto=lord(Mountain[-noactivatedability;-nomanaability;-notapability;land]|

MyBattlefield) {T}:Add{R}
auto=lord(Forest[-noactivatedability;-nomanaability;-notapability;land]|

MyBattlefield) {T}:Add{G}


#Mana Empties from manapool at the end of each phase
auto=@each combatbegins:removeMana(*)
auto=@each attackers:removeMana(*)
auto=@each blockers:removeMana(*)
auto=@each combatdamage:removeMana(*)
auto=@each combatEnds:removeMana(*)
auto=@each secondmain:removeMana(*)
auto=@each end:removeMana(*)
auto=@each cleanup:removeMana(*)

#reset Creature damage at the cleanup phase
auto=@each cleanup:all(*|myBattlefield) resetDamage

Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: How to Fix annoying problems with Tapping Mana on wrong Phase.

Post by Zethfox » Sat Sep 28, 2019 3:10 am

this is indeed a good way to stop that issue..

:) its not really a bug or anything tho, the reason we had it empty even in the upkeep and draw was becuase it is part of mtgs core rules.
there are cards that give mana in those phases and that mana should not be able to carry over into main, but as long as you are not using any cards that care about it, then there is no issue doing the fix for it you posted here.

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