fixed Ai not using regenerate during combat, taught Ai a little about prevent:number, changed "removepoison" mtgability to "alterpoison" as it made more sense.
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@@ -1124,7 +1124,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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}
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//remove poison
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found = s.find("removepoison:");
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found = s.find("alterpoison:");
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if (found != string::npos){
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size_t start = s.find(":",found);
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size_t end = s.find(" ",start);
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@@ -1137,7 +1137,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
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Targetable * t = NULL;
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if (spell) t = spell->getNextPlayerTarget();
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MTGAbility * a = NEW AARemovePoison (id, card, t,poison,NULL,0,who);
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MTGAbility * a = NEW AAAlterPoison (id, card, t,poison,NULL,0,who);
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a->oneShot = 1;
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return a;
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}
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@@ -1658,7 +1658,6 @@ int AbilityFactory::abilityEfficiency(MTGAbility * a, Player * p, int mode, Targ
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if (dynamic_cast<AACopier *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AADestroyer *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AStandardRegenerate *>(a)) return BAKA_EFFECT_GOOD;
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if (dynamic_cast<AStandardRegenerate *>(a)) return BAKA_EFFECT_BAD;
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if (AALifer * abi = dynamic_cast<AALifer *>(a)) return abi->life > 0 ? BAKA_EFFECT_GOOD : BAKA_EFFECT_BAD;
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if (dynamic_cast<AADepleter *>(a)) return BAKA_EFFECT_BAD;
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if (dynamic_cast<AADrawer *>(a)) return BAKA_EFFECT_GOOD;
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