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Room: First Spell Part #6044
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Room: First Spell Part #6044
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I will add Unlock Door Param/Action for SetState. With this, I can better control into which state it should change:
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One thing that might be different is that old Split cards could have different types. |
The empty state will be room specific, so it will not collide with old split cards |
@tool4ever added Unlock Action and Unlock Trigger (might add more info like GameLog Message?) I haven't tested it yet with clone Effects. @kevlahnota really need to help me to fix the visual on the battlefield |
@tool4ever can you help me to wire it what should happen if a something becomes a copy of a Room, or a Room becomes a copy of another Room? |
Needed to fix this crash when copying permanent:
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forge-game/src/main/java/forge/game/trigger/TriggerUnlockDoor.java
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Update ThisDoor Check
@tool4ever @Agetian @tehdiplomat i need some better logic for "Choose Door to unlock" my function needs the CardStateName, but the GUI function might want the ICardFace name? |
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String faceName = c.getState(faceStateName).getName(); | ||
ICardFace face = StaticData.instance().getCommonCards().getFaceByName(faceName); | ||
map.put(face, faceStateName); |
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It looks like at least on Desktop GuiChoose
should accept a list of CardStateView just fine...
might be worth a shot to see how it'd display, then doing it without the Map seems possible 🤔
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we need to be careful with that, because for Network, the object needs to be Serializeable
if you can get CardStateView working, then you could try this too
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it does extend TrackableObject so like all View classes I except it can be serialized
I checked out the card rendering and the way split states get handled makes drawing something meant for both a bit tricky (this could also work with Fuse) |
Closes #6033
Unlock this Door
should look for the CardState property of the Special Action