this is the first draft of a simple ai combo system,
format is as follows
HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})
the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand"
once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...
I also included the whole of the games restrictions system...
so you can get really really creative with this so far.
the next thing I will do is ability targeting and card favoring.
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@@ -4360,7 +4360,7 @@ public:
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MTGAbility(observer, id, _source)
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{
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counters = 0;
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std::vector<int8_t> _cost;
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std::vector<int16_t> _cost;
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_cost.push_back(Constants::MTG_COLOR_ARTIFACT);
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_cost.push_back(4);
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cost = ManaCost(_cost, 1);
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@@ -4424,7 +4424,7 @@ public:
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MTGAbility(observer, _id, _source)
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{
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canprevent = 0;
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std::vector<int8_t> _cost;
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std::vector<int16_t> _cost;
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_cost.push_back(Constants::MTG_COLOR_ARTIFACT);
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_cost.push_back(2);
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cost = ManaCost(_cost, 1);
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@@ -4520,7 +4520,7 @@ public:
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AFarmstead(GameObserver* observer, int _id, MTGCardInstance * source, MTGCardInstance * _target) :
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ActivatedAbility(observer, _id, source, 0, 1)
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{
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std::vector<int8_t> _cost;
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std::vector<int16_t> _cost;
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_cost.push_back(Constants::MTG_COLOR_WHITE);
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_cost.push_back(2);
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setCost(NEW ManaCost(_cost, 1), true);
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