removed clockwork beast alias and hard code. it is no longer needed as i added a soft coding method that was far more generic and leaving this is was causing conflicts with the new code. players reported that using the 4th edition clockworks beast was loading the card with the alias even tho i removed the alais in the primitives.

This commit is contained in:
omegablast2002@yahoo.com
2011-03-22 03:44:54 +00:00
parent 65f2706f1e
commit 06ca82929b
2 changed files with 0 additions and 67 deletions
-62
View File
@@ -4260,68 +4260,6 @@ public:
}
};
// Clockwork Beast
class AClockworkBeast: public MTGAbility
{
public:
int counters;
ManaCost cost;
AClockworkBeast(int id, MTGCardInstance * _source) :
MTGAbility(id, _source)
{
counters = 7;
((MTGCardInstance *) target)->power += 7;
int _cost[] = { Constants::MTG_COLOR_ARTIFACT, 1 };
cost = ManaCost(_cost, 1);
}
void Update(float dt)
{
if (newPhase != currentPhase && newPhase == Constants::MTG_PHASE_COMBATEND)
{
if (((MTGCardInstance *) source)->isAttacker() || ((MTGCardInstance *) source)->isDefenser())
{
counters--;
((MTGCardInstance *) target)->power -= 1;
}
}
}
int isReactingToClick(MTGCardInstance * _card, ManaCost * mana = NULL)
{
if (counters < 7 && _card == source && currentPhase == Constants::MTG_PHASE_UPKEEP
&& game->currentPlayer->game->inPlay->hasCard(source))
{
if (game->currentlyActing()->getManaPool()->canAfford(&cost))
{
return 1;
}
}
return 0;
}
int reactToClick(MTGCardInstance * _card)
{
if (!isReactingToClick(_card)) return 0;
game->currentlyActing()->getManaPool()->pay(&cost);
counters++;
((MTGCardInstance *) target)->power++;
((MTGCardInstance *) target)->tap();
return 1;
}
virtual ostream& toString(ostream& out) const
{
out << "AClockworkBeast ::: counters : " << counters << " ; cost : " << cost << " (";
return MTGAbility::toString(out) << ")";
}
AClockworkBeast * clone() const
{
AClockworkBeast * a = NEW AClockworkBeast(*this);
a->isClone = 1;
return a;
}
};
//1102: Conservator
class AConservator: public MTGAbility
{