3 things here, found my targets returns for @vampired we're screwy, which explained why doc didnt add 3 of the possible cards for it...corrected that but i need to rename the varibles which i will do at a later time, not in this patch..
2 fix for token creator livingweapons...this was actually a preexisting bug, but not noticed becuase these are the first equipments that use token gen...when equipping it would readd the oneshot tok gen as an activated ability with no cost...generally we dont want to pass oneshot token generation to another card by equipping... and 3rd... got rid of the disgusting vanishing workaround. it was riddled with bugs, got exsample if the creatures would gain indestructible the -99/-99 they were reciving did nothing to rid the battlefield of the creature... new vanishing is auto=vanishing:number thats it, no crazy 2 trigger lines with lords ect...
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@@ -2704,7 +2704,7 @@ public:
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for (size_t i = 0; i < currentAbilities.size(); ++i)
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{
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MTGAbility * a = currentAbilities[i];
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if (dynamic_cast<AEquip *> (a) || dynamic_cast<ATeach *> (a))
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if (dynamic_cast<AEquip *> (a) || dynamic_cast<ATeach *> (a) || a->aType == MTGAbility::STANDARD_TOKENCREATOR && a->oneShot)
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{
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SAFE_DELETE(a);
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continue;
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@@ -2726,6 +2726,13 @@ public:
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MTGAbility * a = currentAbilities[i];
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if (dynamic_cast<AEquip *> (a)) continue;
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if (dynamic_cast<ATeach *> (a)) continue;
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if (a->aType == MTGAbility::STANDARD_TOKENCREATOR && a->oneShot)
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{
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a->forceDestroy = 1;
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continue;
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}
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//we generally dont want to pass oneShot tokencreators to the cards
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//we equip...
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a->addToGame();
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}
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return 1;
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@@ -2962,7 +2969,7 @@ public:
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{
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AEquip* ae = dynamic_cast<AEquip*>(a);
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ae->unequip();
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ae->equip(card);
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ae->equip(card);
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}
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}
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}
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@@ -3951,6 +3958,21 @@ public:
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~APreventDamageTypesUEOT();
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};
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//Upkeep Cost
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class AVanishing: public ActivatedAbility
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{
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public:
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int timeLeft;
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int amount;
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AVanishing(int _id, MTGCardInstance * card, ManaCost * _cost, int _tap = 0, int restrictions = 0,int amount = 0);
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void Update(float dt);
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int resolve();
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const char * getMenuText();
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AVanishing * clone() const;
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~AVanishing();
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};
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//Upkeep Cost
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class AUpkeep: public ActivatedAbility, public NestedAbility
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{
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