fixed issue 632,633 ...

converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost.
while i was at it, i added {q} untap cost.
This commit is contained in:
omegablast2002@yahoo.com
2011-04-18 17:21:06 +00:00
parent 388da9e4bb
commit bf68009674
6 changed files with 152 additions and 36 deletions
+23 -16
View File
@@ -2144,6 +2144,7 @@ public:
card->power = 1;
card->setToughness(1);
card->setSubtype("creature");
card->summoningSickness = 0;
return 1;
}
@@ -4411,30 +4412,36 @@ public:
attackedThisTurn = 1;
}
void Update(float dt)
{
if (newPhase != currentPhase)
void Update(float dt)
{
Player * controller = source->controller();
if (newPhase == Constants::MTG_PHASE_COMBATDAMAGE && game->currentPlayer == controller)
if (newPhase != currentPhase)
{
if (source->isAttacker())
Player * controller = source->controller();
if(newPhase == Constants::MTG_PHASE_ENDOFTURN)
{
attackedThisTurn = 1;
if(!attackedThisTurn && game->currentPlayer == source->controller() && !source->fresh)
game->mLayers->stackLayer()->addDamage(source, controller, 2);
}
}
else if (newPhase == Constants::MTG_PHASE_UNTAP)
{
if (game->currentPlayer != controller && !attackedThisTurn)
else if (newPhase == Constants::MTG_PHASE_UNTAP)
{
game->mLayers->stackLayer()->addDamage(source, controller, 2);
}
else if (game->currentPlayer == controller)
{
attackedThisTurn = 0;
if (game->currentPlayer == controller)
{
attackedThisTurn = 0;
}
}
}
}
int receiveEvent(WEvent * event)
{
WEventCardAttacked * attacked = dynamic_cast<WEventCardAttacked *> (event);
if (attacked && !attacked->card->didblocked && attacked->card == source)
{
attackedThisTurn = 1;
return 1;
}
return 0;
}
AErgRaiders * clone() const