Erwan
- Added the possibility to narrow a spell/ability target according to color,tapped status, attacker/blocker, abilities... - Changed the games phase system to become a phaseRing. This allows to add cards that have an impact on the phases, such as stasis - Added a few cards - Fixed a (windows) bug in gatherer tool - Adding stdint.h for VC++ (see wikipedia->stdint.h) - deleting the compiled PSP lib to avoid confusion. People who work from the sourcehave to compile the lib by themselves.
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@@ -223,8 +223,8 @@ int AbilityFactory::magicText(int id, Spell * spell, MTGCardInstance * card){
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continue;
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}
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//gainlife
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found = s.find("gainlife");
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//gain/lose life
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found = s.find("life");
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if (found != string::npos){
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unsigned int start = s.find(":",found);
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unsigned int end = s.find(" ",start);
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@@ -861,11 +861,6 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
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MTGPlayerCards * zones = game->currentlyActing()->game;
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zones->putInZone(card->target,zones->graveyard,zones->hand);
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}
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case 1175: //Royal Assassin
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{
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game->addObserver(NEW ARoyalAssassin(_id, card));
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break;
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}
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case 1176: //Sacrifice
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{
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ASacrifice * ability = NEW ASacrifice(_id, card, card->target);
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@@ -1215,6 +1210,12 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
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}
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break;
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}
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case 1225: //Stasis
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{
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game->addObserver(NEW AStasis(_id, card));
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break;
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}
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case 1367: //Sword to Plowshares
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{
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card->target->controller()->life+= card->target->power;
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