ok this may, or may not get me yelled at...but i can explain why i do it in rules...so don't kill me :(
added "offerinterruptonphase=blah" to the parsing of the rules.txt files...the reason i want to handle it inside the rules.txt.... originally i was going to use the options variable for this, then i realized that if i use that variable, it would apply it to every game mode and peoples custom games...so instead i added the parsing in the actual rules.txt files, this way, if we want to offer interrupt on phase blah to MTG, but NOT have this interrupt offered in a mod or different mode, or if the different mod or mode should offer you a chance to interrupt ai in a different phase ...you can set each rule to interrupt in the phase you want... now for the reason i added it in the first place...previously we were allowed an interrupt when the opponent drew a card in the draw step, this gave us a chance to do stuff on opponents turn.... recently wololo i beleave made draw actions not use the stack anymore(which was a good change, since as per MTG rules the actions of drawing is not a stack action)...but as a side-effect, we lose our chance to interrupt ai and do stuff on ais turn.... also, changed the ingame bonus thing, to start recording stuff towards bonuses on turn 2+...this solves reported issues with story mode "setting up" causing massive bonuses to be gained for doing nothing.....
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@@ -53,6 +53,8 @@ int MTGEventBonus::receiveEvent(WEvent * event)
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//bonus for chain chain casting without tapping for mana or being interupted;
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//note gaining mana from other sources is still possible.
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//only spells going to the stack are counted.
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if(game->turn <2)//this shouldnt trigger on first turn, chances are they are cheating.
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return 0;
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if (WEventCardTappedForMana* e = dynamic_cast<WEventCardTappedForMana*>(event))
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{
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if(e)
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