added a new tag to transforms(( keyword ... uynt ...meaning until your(the sources controller) next turn.
this should allow players to code cards with the detain ability of rtr correctly, as well as a handful of similar cards in the unsupported text.
detain is coded
auto={1}{t}:target(creature|opponentBattlefield) transforms((Detained,newability[cantattack],newability[cantblock],newability[noactivatedability])) uynt
enjoy
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@@ -3566,8 +3566,8 @@ AAlterCost::~AAlterCost()
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}
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// ATransformer
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ATransformer::ATransformer(GameObserver* observer, int id, MTGCardInstance * source, MTGCardInstance * target, string stypes, string sabilities,string newpower,bool newpowerfound,string newtoughness,bool newtoughnessfound,vector<string> newAbilitiesList,bool newAbilityFound,bool aForever) :
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MTGAbility(observer, id, source, target),newpower(newpower),newpowerfound(newpowerfound),newtoughness(newtoughness),newtoughnessfound(newtoughnessfound),newAbilitiesList(newAbilitiesList),newAbilityFound(newAbilityFound),aForever(aForever)
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ATransformer::ATransformer(GameObserver* observer, int id, MTGCardInstance * source, MTGCardInstance * target, string stypes, string sabilities,string newpower,bool newpowerfound,string newtoughness,bool newtoughnessfound,vector<string> newAbilitiesList,bool newAbilityFound,bool aForever, bool aUntilNext) :
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MTGAbility(observer, id, source, target),newpower(newpower),newpowerfound(newpowerfound),newtoughness(newtoughness),newtoughnessfound(newtoughnessfound),newAbilitiesList(newAbilitiesList),newAbilityFound(newAbilityFound),aForever(aForever),UYNT(aUntilNext)
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{
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PopulateAbilityIndexVector(abilities, sabilities);
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@@ -3576,7 +3576,7 @@ ATransformer::ATransformer(GameObserver* observer, int id, MTGCardInstance * sou
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{
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colors.push_back(source->chooseacolor);
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}
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myCurrentTurn = 1000;
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//this subkeyword adds a color without removing the existing colors.
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addNewColors = (sabilities.find("newcolors") != string::npos);
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remove = (stypes.find("removealltypes") != string::npos);
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@@ -3608,6 +3608,8 @@ ATransformer::ATransformer(GameObserver* observer, int id, MTGCardInstance * sou
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int ATransformer::addToGame()
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{
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if(UYNT)
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myCurrentTurn = game->turn;
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MTGCardInstance * _target = NULL;
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Interruptible * action = (Interruptible *) target;
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if (action && action->type == ACTION_SPELL && action->state == NOT_RESOLVED)
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@@ -3781,6 +3783,19 @@ for (it = types.begin(); it != types.end(); it++)
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return rNewToughness;
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return rNewPower;
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}
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int ATransformer::testDestroy()
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{
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if(UYNT)
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{
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if(myCurrentTurn != 1000 && game->turn > myCurrentTurn && source->controller()->getId() == game->currentPlayer->getId())
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{
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return 1;
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}
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}
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return MTGAbility::testDestroy();
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}
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int ATransformer::destroy()
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{
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if(aForever)
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@@ -3882,10 +3897,10 @@ ATransformer::~ATransformer()
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}
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//ATransformerInstant
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ATransformerInstant::ATransformerInstant(GameObserver* observer, int id, MTGCardInstance * source, MTGCardInstance * target, string types, string abilities,string newpower,bool newpowerfound,string newtoughness,bool newtoughnessfound,vector<string>newAbilitiesList,bool newAbilityFound,bool aForever) :
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InstantAbility(observer, id, source, target),newpower(newpower),newpowerfound(newpowerfound),newtoughness(newtoughness),newtoughnessfound(newtoughnessfound),newAbilitiesList(newAbilitiesList),newAbilityFound(newAbilityFound),aForever(aForever)
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ATransformerInstant::ATransformerInstant(GameObserver* observer, int id, MTGCardInstance * source, MTGCardInstance * target, string types, string abilities,string newpower,bool newpowerfound,string newtoughness,bool newtoughnessfound,vector<string>newAbilitiesList,bool newAbilityFound,bool aForever,bool aUntilNext) :
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InstantAbility(observer, id, source, target),newpower(newpower),newpowerfound(newpowerfound),newtoughness(newtoughness),newtoughnessfound(newtoughnessfound),newAbilitiesList(newAbilitiesList),newAbilityFound(newAbilityFound),aForever(aForever),UYNT(aUntilNext)
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{
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ability = NEW ATransformer(game, id, source, target, types, abilities,newpower,newpowerfound,newtoughness,newtoughnessfound,newAbilitiesList,newAbilityFound,aForever);
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ability = NEW ATransformer(game, id, source, target, types, abilities,newpower,newpowerfound,newtoughness,newtoughnessfound,newAbilitiesList,newAbilityFound,aForever,aUntilNext);
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aType = MTGAbility::STANDARD_BECOMES;
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}
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