Added/fixed primitives, updated the "missing_cards_by_sets" folder, fixed several crash on Commander Format, fixed a possible crash using "and!()!" with "imprint", added a new macros "_REBOUND_" and "_GOAD_" related to rebound and goad abilities and refactored all cards using them, implemented a new keywords "haunt", "hasprey", "preyname" and "isprey" related the haunting ability and improved all cards using it, Added "commander" and "\*" to HINT castpriority for AI decks in order to allow the user to give a cast priority to commanders.
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@@ -206,7 +206,7 @@ int AIPlayer::clickSingleTarget(TargetChooser *, vector<Targetable*>& potentialT
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AIPlayer * AIPlayerFactory::createAIPlayer(GameObserver *observer, MTGAllCards * collection, Player * opponent, int deckid)
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{
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char deckFile[512];
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string avatarFilename; // default imagename
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string avatarFilename = ""; // default imagename
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char deckFileSmall[512];
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if (deckid == GameStateDuel::MENUITEM_EVIL_TWIN)
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@@ -228,7 +228,8 @@ AIPlayer * AIPlayerFactory::createAIPlayer(GameObserver *observer, MTGAllCards *
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}
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sprintf(deckFile, "ai/baka/deck%i.txt", deckid);
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DeckMetaData *aiMeta = observer->getDeckManager()->getDeckMetaDataByFilename( deckFile, true);
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avatarFilename = aiMeta->getAvatarFilename();
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if(aiMeta)
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avatarFilename = aiMeta->getAvatarFilename();
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sprintf(deckFileSmall, "ai_baka_deck%i", deckid);
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}
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