Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks"
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow. the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then what was in previous rev, create 20 mana and crash. if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back. both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats" optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added. tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main. please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff.
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@@ -428,6 +428,8 @@ int AIAction::getEfficiency()
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//ensuring that Ai grants abilities to creatures during first main, so it can actually use them in combat.
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if (target)
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{
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//quick note: the eff is multiplied by creatures ranking then divided by the number of cards in hand.
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//the reason i do this is to encourage more casting and less waste of mana on abilities.
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AbilityFactory af;
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int suggestion = af.abilityEfficiency(a, p, MODE_ABILITY);
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@@ -437,16 +439,16 @@ int AIAction::getEfficiency()
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efficiency = 0;
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//stop giving trample to the players creatures.
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}
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if (suggestion == BAKA_EFFECT_BAD && p != _target->controller() && _target->has(a->abilitygranted))
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if (suggestion == BAKA_EFFECT_BAD && p != _target->controller() && target->has(a->abilitygranted))
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{
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efficiency += (15 * _target->DangerRanking());
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efficiency += (15 * target->DangerRanking())/p->game->hand->nb_cards;
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}
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if (_target && !_target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN)
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if (_target && !target->has(a->abilitygranted) && g->getCurrentGamePhase() == Constants::MTG_PHASE_FIRSTMAIN)
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{
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efficiency += (15 * _target->DangerRanking());
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efficiency += (15 * target->DangerRanking())/p->game->hand->nb_cards;
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}
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if (_target && _target->has(a->abilitygranted))
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if (_target && target->has(a->abilitygranted))
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{
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//trying to avoid Ai giving ie:flying creatures ie:flying twice.
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efficiency = 0;
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