Erwan
- removed blinking spirit from ICE - changed display order in MTGGuiPlay (auras should be under creatures most of the time...)
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@@ -114,18 +114,6 @@ type=Instant
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mana={1}{W}
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[/card]
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[card]
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text={0}: Return Blinking Spirit to its owner's hand.
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id=2668
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name=Blinking Spirit
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auto={0}:moveto(ownerhand)
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rarity=R
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type=Creature
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mana={3}{W}
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power=2
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subtype=Spirit
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toughness=2
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[/card]
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[card]
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text={T}: Add {1} to your mana pool. {T}: Add {G} or {W} to your mana pool. Brushland deals 1 damage to you.
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id=2751
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auto={T}:add {1}
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@@ -194,6 +194,18 @@ mana={W}
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subtype=Aura
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[/card]
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[card]
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text={0}: Return Blinking Spirit to its owner's hand.
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id=2668
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name=Blinking Spirit
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auto={0}:moveto(ownerhand)
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rarity=R
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type=Creature
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mana={3}{W}
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power=2
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subtype=Spirit
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toughness=2
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[/card]
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[card]
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text=Play Blizzard only if you control a snow land. Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Creatures with flying don't untap during their controllers' untap steps.
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id=2551
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name=Blizzard
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@@ -33,6 +33,7 @@ ashen_firebeast.txt
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ashen_firebeast2.txt
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#befoul.txt
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blessed_wine.txt
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#blinking_spirit.txt
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bloodfire_colossus.txt
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bottle_gnomes.txt
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boggart_arsonists.txt
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@@ -132,4 +133,4 @@ zombify.txt
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#Momir Basic Tests
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########################
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momir/keldon_warlord.txt
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momir/overcost.txt
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momir/overcost.txt
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24
projects/mtg/bin/Res/test/blinking_spirit.txt
Normal file
24
projects/mtg/bin/Res/test/blinking_spirit.txt
Normal file
@@ -0,0 +1,24 @@
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#Bug:blinking spirit goes directly to graveyard
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[INIT]
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COMBATATTACKERS
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[PLAYER1]
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inplay:Blinking Spirit
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[PLAYER2]
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[DO]
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Blinking Spirit
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choice 0
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next
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#blockers
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next
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#damage
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next
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#combatend
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next
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Blinking Spirit
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[ASSERT]
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SECONDMAIN
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[PLAYER1]
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hand:Blinking Spirit
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[PLAYER2]
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life:18
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[END]
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@@ -291,9 +291,9 @@ void MTGGuiPlay::RenderPlayerInfo(int playerid){
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JRenderer * r = JRenderer::GetInstance();
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Player * player = GameObserver::GetInstance()->players[playerid];
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//Avatar
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GuiAvatar * avatar = (GuiAvatar *)mObjects[3*playerid];
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avatar->Render();
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//Avatar - already done in main Render phase
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//GuiAvatar * avatar = (GuiAvatar *)mObjects[3*playerid];
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//avatar->Render();
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@@ -362,7 +362,7 @@ void MTGGuiPlay::Render(){
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renderer->RenderQuad(mBg,0,0);
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for (int i=0;i<mCount;i++){
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for (int i=mCount-1;i>=0;i--){
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if (mObjects[i]!=NULL && i!=mCurr){
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mObjects[i]->Render();
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}
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