moved all basic MTG related rules out of the engine and into rules.txt.
this allows users to create a mod without having to struggle with avoiding certain phase based or cost actions. attackrule and attacker phase can be seperated now by not including auto=attackrule in your rules.txt....this means you can still have an attackers phase, but clicking the cards won't put the cards into attacker mode or add "attacker" to thier menu abilities. ect... this also allows us to eventaully change/add to these base rules without having to create entirely new rules for them by modifying the base classes with new variables and so on. IMPORTANT: UPDATE YOUR RULES FOLDER, OR NOTHING WILL WORK FOR YOU.
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@@ -19,28 +19,6 @@ void DuelLayers::init(GameObserver* go)
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//1 Action Layer
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action = NEW ActionLayer(go);
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action->Add(NEW MTGGamePhase(go, action->getMaxId()));
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//Add Magic Specific Rules
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action->Add(NEW MTGEventBonus(go, -1));
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action->Add(NEW MTGPutInPlayRule(go, -1));
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action->Add(NEW MTGKickerRule(go, -1));
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action->Add(NEW MTGAlternativeCostRule(go, -1));
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action->Add(NEW MTGBuyBackRule(go, -1));
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action->Add(NEW MTGFlashBackRule(go, -1));
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action->Add(NEW MTGRetraceRule(go, -1));
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action->Add(NEW MTGSuspendRule(go, -1));
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action->Add(NEW MTGAttackRule(go, -1));
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action->Add(NEW MTGBlockRule(go, -1));
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action->Add(NEW MTGCombatTriggersRule(go, -1));
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action->Add(NEW MTGLegendRule(go, -1));
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action->Add(NEW MTGPlaneWalkerRule(go, -1));
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action->Add(NEW MTGTokensCleanup(go, -1)); // needs to be before persist
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action->Add(NEW MTGPersistRule(go, -1));
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action->Add(NEW MTGVampireRule(go, -1));
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action->Add(NEW MTGUnearthRule(go, -1));
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action->Add(NEW MTGLifelinkRule(go, -1));
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action->Add(NEW MTGDeathtouchRule(go, -1));
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action->Add(NEW OtherAbilitiesEventReceiver(go, -1));
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action->Add(NEW MTGMorphCostRule(go, -1));
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//Other display elements
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action->Add(NEW HUDDisplay(go, -1));
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