adjusted normal difficulty to include 2 lands, 2 spells under 3 mana.
adjusted hard difficulty to always include 2 lands, the rest are randomly drawn. this prevents ai from being mana screwed on opening hand.
first, i added a timer to hide the big card after 5 secs or until a movement is registered.
2nd, removed the advancing of phases with flick up.
3rd added a flick left to "show/hide hand"
4th, fixed an error in the logic of "getDifficulty" part of the reason optimizedhand was not working.
finally, unrefactored the checks of optimized hand, it was FAR to difficult to see what was actually happening the way it was coded.
optimizedhand is finally working again,
toggledifficulty and optimizedhand will again trigger and greatly improve ai vs player matches
opponentpoolsave(
mypoolsave(
ex:Upwelling
added a tag for mana, doesntempty
add{g}{g}{g} doesntempty
what this does is make THAT mana remain in the pool until end of turn.
ex:
Sakura-Tribe Springcaller
added
cantbeblockerof(this)<--this = the card who owns the ability.
cantbeblockerof(targetchooser) <--the target cant block anything targetable by this targetchooser.
spin engine and similar will use cantbeblockerof(this).
others were done with a workaround, which i hope will be updated soon.
the other threads were running test suite at 0 which was causing race condition fails in test suite, i incremented by 1 until the normally passing test no longer failed, test effected were proliferate and mortician beetle both passing test in normal mode, failing in hyperspeed. test suite takes only 30 secs more to run but we can't sacrifice actual results for speed.
the commented out section is not even taken into account after first test is run.
ownerscontrol
opponentscontrol
ownerscontrol returns 1 if the owner has the card in thier battlefield. 0 otherwise. vice versa.
this should make it easier to add cards which should be treated differently depending on who controls them.
"donothing"
this is to avoid using powerandtoughness 0/0 ability to mean "do nothing"
old code
[card]
name=Inquisition
target=player
auto=target(*|targetedpersonshand) 0/0
auto=foreach(*[white]|targetedpersonshand) damage:1 targetedplayer
text=Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
mana={2}{B}
type=Sorcery
[/card]
new code
[card]
name=Inquisition
target=player
auto=target(*|targetedpersonshand) donothing
auto=foreach(*[white]|targetedpersonshand) damage:1 targetedplayer
text=Target player reveals his or her hand. Inquisition deals damage to that player equal to the number of white cards in his or her hand.
mana={2}{B}
type=Sorcery
[/card]