removed ABasilik class, this ability is completely soft codable now.

This commit is contained in:
omegablast2002@yahoo.com
2012-08-25 00:27:22 +00:00
parent f5403b0e03
commit 78f5b11919
2 changed files with 0 additions and 54 deletions

View File

@@ -5150,54 +5150,6 @@ public:
return NEW APhaseAlter(*this);
}
};
//Basilik --> needs to be made more generic to avoid duplicate (also something like if opponent=type then ...)
class ABasilik: public MTGAbility
{
public:
MTGCardInstance * opponents[20];
int nbOpponents;
ABasilik(GameObserver* observer, int _id, MTGCardInstance * _source) :
MTGAbility(observer, _id, _source)
{
nbOpponents = 0;
}
void Update(float dt)
{
if (newPhase != currentPhase)
{
if (newPhase == MTG_PHASE_COMBATDAMAGE)
{
nbOpponents = 0;
MTGCardInstance * opponent = source->getNextOpponent();
while (opponent)
{
opponents[nbOpponents] = opponent;
nbOpponents++;
opponent = source->getNextOpponent(opponent);
}
}
else if (newPhase == MTG_PHASE_COMBATEND)
{
for (int i = 0; i < nbOpponents; i++)
{
game->mLayers->stackLayer()->addPutInGraveyard(opponents[i]);
}
}
}
}
virtual ostream& toString(ostream& out) const
{
out << "ABasilik ::: opponents : " << opponents << " ; nbOpponents : " << nbOpponents << " (";
return MTGAbility::toString(out) << ")";
}
ABasilik * clone() const
{
return NEW ABasilik(*this);
}
};
//Generic Millstone
class AADepleter: public ActivatedAbilityTP
{

View File

@@ -3805,12 +3805,6 @@ void AbilityFactory::addAbilities(int _id, Spell * spell)
}
break;
}
case 135215: //Sylvan Basilisk
{
observer->addObserver(NEW ABasilik(observer, _id, card));
break;
}
case 130553:// Beacon of Immortality
{
Player * player = spell->getNextPlayerTarget();