Commit Graph

531 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com
8bf983e2e5 Flagged numerous peices of code that have local variables that are masking either member variables or variables scoped outside the current scope.
I've marked all the ones I found with the following TODO comment:

TODO: C6246: <blah blah>

a few in particular are the ones related to "oneShot" and "_target".  These are local variables that are declared that
mask either a method parameter or a member variable.
2011-04-21 10:04:32 +00:00
Xawotihs
78e34386ee Android cross-compiling fixes regarding constants 2011-04-20 20:14:25 +00:00
omegablast2002@yahoo.com
29478f90b5 also removed AConvertLandToCreatures class and its observers, becomes(/transforms(( already creates this effect
as a side effect of my recent changes, lands which come into play and then become creature on the same turn have summoning sickness as per MTG rules.
2011-04-19 18:05:15 +00:00
omegablast2002@yahoo.com
20590c3a0d removed the variable doTap in Tap from all classes, all test pass but there could be an edge case where i missed removing one...if so just let me know, tweaked some ai eff returns, trying to teach it to use counters more effectively, i noticed it was not using -1/-1 counters on the players creature and was using off counters +1/-1 on its own creatures to the point where they died.
doTap now only serves a single purpose, to pass Tap variable to amanaproducer class so that "tappedformana" will trigger is a manaproducer was tapped for mana.
2011-04-19 17:31:19 +00:00
omegablast2002@yahoo.com
bf68009674 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.
2011-04-18 17:21:06 +00:00
omegablast2002@yahoo.com
18acf3ad8d refactored a little of a token gen, enumed the who and removed redundent code, also the new method allows you to token cards by id to WHO. 2011-04-17 18:18:29 +00:00
omegablast2002@yahoo.com
158164d694 2 things here, bug fixes, aphaseaction used in a trigger is set to oneshot = 0, for the purpose of reusing the ability. so on combat triggers the event would contenue to activate as tho it was not a oneshot, this would cause a crash if the target of the ability was killed before the effect resolved, so i set the target to NULL after the effect resolves if the target was not the source.
also restricted it to _target->isInPlay() i read through all the cards which use this and none of them targetted a source that was not in play, or not being moved to inplay...

2nd, found out today that certain activated abilities can use either target click or object click, find the difference between the 2 was impossible, exsample, {2}{t}:foreach(blah) add{b}
{t}:foreach(blah) add{b}
so i figured i would need to remove those foreach mana abilities from the stack and add that same code for the bottom half...after noticing that both the reactToClick and reactToTargetClick did EXACTLY the same things after the "cost" portion...i decided to create a new virtual int activateAbility the activatedAbility parent. this way incase i need to change any further code in there, both functions resolve the same. This was a nice lesson in why copy paste coding is stupid. you think you solved the bug becuase it works in one function call, but you actually didnt.
2011-04-17 17:01:58 +00:00
omegablast2002@yahoo.com
6f070f8cd4 couple things here,
first enum'ed the variables of ADynamic class to make them easier to understand at a glance.
2nd
added stack resolves for the abilities in ADynamic, sword to Plowshare bug fixed
3rd
removing foreach mana producers from the stack, didn't realize they used the top portion of activated ability resolves, also added event sending for @tappedformana for foreach manaproducers.
4th,
in getcoreability if we're getting the core of a foreach, send the foreach->ability itself otherwise we go one layer too deep and end up throwing off the core completely.
2011-04-16 21:16:07 +00:00
omegablast2002@yahoo.com
1b6991107b few changes here, mostly small bug fixes,
recoded altercost, its finally not using a dirty clean up.
this fixes the bug with it not effecting ai also and the bug where it was ineffective when combined with affinity creatures...

removed a aspect of the wolf class...
soft coded support for aspect of the wolf...using word variable subkeyword "halfup" and "halfdown"
it can go anywhere a parsable word vairable is stringing...i preffer the front of it...
these are Wparsedint subkeywords, not keywords you can use with standard abilities...
its meant to return half the varible rounds up, or down...

fixed player not losing with cantlifelose when they have 10 or more poison...the player should die.

reworked taplandformana, i send the main card as a target now, check against the cost if its affordable...anyways, i discussed this bool function a while back with devs and wololo saw the same issues i saw in it...he then removed it from being used as an if statement...i changed it back to an if statement with the new checks...we are either going to go back to a void, or go all the way bool, but not inbetween.
2011-04-16 17:00:51 +00:00
omegablast2002@yahoo.com
cafeecb925 fixed a memleak introduced when the alternative effects were changed to activated the way they do in current, the issue was that it was returning null if it wasnt paid, however if the alternative lines contained a TC those are built WAY before we get to this point, there was no delete done if the ability returns as NULL. so the tc remains and becomes a memleak. 2011-04-14 19:39:50 +00:00
omegablast2002@yahoo.com
9d52e4547e fixed a parsing error with tokengen, no actually my fault :P there was never a check if the end was the real end or not.
2nd, added this(blocking) in hopes to fix mogg flunkies and similar creatures.
2011-04-14 17:06:44 +00:00
omegablast2002@yahoo.com
fe3d09175c removed some copy paste coding i did from previous commit :/ i was lazy, tho it surprises me that i always take the route of copy paste when doing it the right way is far less to change or debugg is something goes wrong, guess im a creature of habit. 2011-04-14 15:26:19 +00:00
omegablast2002@yahoo.com
0fe7a46676 few things here,
first, tweaked some ai checks a bit.
small changes.

2nd, i removed the following classes,
APowerToughnessModifierUntilEndOfTurn
APowerToughnessModifierUntilEOT
ADragonWhelp
i replaced these with soft coded support for dragon whelps "sideffects" of using a ability more then a certain number of times...
syntax limit^the effect you want^the use it triggers on.
replaced both powertoughnessueot classes with a class which falls more along the lines of how we handle ueot abilitys...PTInstant, creates the wrapper with the ability and adds it to the game, rather then that jumbled mess that was previous version.

added support for "phaseaction[" phase words "my" and "opponent" so you can denote which players phases it will happen on. by default it automatically happens on both players turns when the phase matches.

modified a few things in phaseaction class...which correct a memory leak which could be created if the source of the phaseaction is destroyed before the phase action resolved. rather then storing an ability which is left floating in memory if phaseaction is destroy...i took a much safer route of passing the string of the ability directly to the phaseaction class...and i build the ability right when it is being used instead. makes much more sense.

angry mob is now fully supported. yay to removing nasty ugly workarounds!!!! and i mean UGLY.

dragon whelp is now fully soft coded. added the 5 or six other cards which do similar effects.
2011-04-14 15:02:17 +00:00
omegablast2002@yahoo.com
502bd280d8 "turn:" was off by one 2011-04-13 14:17:39 +00:00
omegablast2002@yahoo.com
bec7428f18 added casting restriction "casted(TC)" required zone marking either opponentstack or mystack..this is to fix lure of the prey, tho i warn you this card is VERY hard to use cause ai will not just sit there and give you a chance to cast it. it usable tho if you turn on interrupt phases. 2011-04-12 22:07:37 +00:00
omegablast2002@yahoo.com
93d9347566 added "colors" to word variables
========================================
added a function to return the action element id by mtgcardinstance.
=======================================
refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.

=========================================

moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
=======================================================
reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost. 
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
======================================================
added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
======================================================
removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.

both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
============================================================================
i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones* 
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
=========================================================================
added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
===================================================
reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
===================================================
added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition 
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match

the next bonus is
+ //creatures entering play consecutively will allow you a chance 
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows, 
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.

next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
============================================================
fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar

ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause 
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority. 
g->currentlyActing() is the player that has priority. 
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)

dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.

transformer will no longer add the same types a card already has..

removed an unneeded 
if (!activated) ....oris bug seems to be corrected with this change.

wrapped limitsperturn checks in a conditional to skip it if there is no limit string. 

added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event. 

fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"

moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.

removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....

corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.

note: all test pass.
2011-04-12 20:54:34 +00:00
jean.chalard
57c9c8a3b1 Fix a number of NULL/0 errors. 2011-04-10 15:31:38 +00:00
wrenczes@gmail.com
99ed83c5e8 Performance improvements/cleanup: card->hasType("foo") performs a string lookup for an integer id. Now that our primitives have over 1000 types (1018, I believe is the number I saw while debugging), this is not the cheapest lookup. Over the course of time, a lot of new rules have crept in the code - support for 'aura', 'equipment', and recently 'planeswalker'. While profiling, I saw an inordinate amount of time being used doing map lookups for these strings. Since they're used so frequently, I've added them to the SubTypes enumeration, and swapped out doing the string lookup in favour of using the int ID directly. I also found a few places where we were using hasType("Creature") or hasType("land") when we already had helper functions to do the int lookup, so I swapped these in as appropriate, as well as a couple of places where we had hasType("instant") instead of hasType(Subtypes::TYPE_INSTANT), etc. 2011-04-10 00:07:34 +00:00
omegablast2002@yahoo.com
2f82f1888c couple things, first i goofed up in 2 spots, the equipment check for legality, yes shroud isnt a case, but it is also not a case of why you shouldnt remove it from a card which is illegal, so reworked it to find that the items i was looking to exclude( the protections) were all in a single spot :) yay to good programing!...so i pass a bool now with cantarget "withoutProtections" defaults to false so protections are always accounted for unless you specify not to include them, which is what ive done....now if only auras had a nice little spot to add such coding we can correct this rule on auras...
2nd, fixed a misunderstood line i added, i was aiming for the tc that triggered the event in trtargted....all tested passed, and i didn't manually test that change (SHAME ON ME!!!)...corrected it in the correct place now, where the event is sent.

3rd, trying to fix a broken alias class, this is a work in progress, i intend to fix this and then convert it to a keyword for draw replacement effects for 16.1(?) anyways, only thing ive left to figure out is telling it how to determine that the last stack ability is a "draw" ability. this class quit working ALONG time ago when the "addDraw" object was no longer used. the methods for card drawing changed and no one updated the alias class to use the new method, i imagine this is also what broke aladdins lamp originally(which the change of draw events and how card display is set up)
2011-04-05 16:03:19 +00:00
omegablast2002@yahoo.com
2eca724001 2 things,
fixed a bug with Withering Wisps, moved the parsing of the limit string into the isreactingtoclick function, this allows word varibles such as type: to be used.

2nd, removed a varible isTempPhased, it *appear* it might not be needed, tho i didn't handle phasing the way im converting it to for a reason, so cross your fingers and hope all goes well.
BTW: do not email me about any bugs that ariase with phasing or phased out creature, im not excepting bug reports on it to my email box...instead open a ticket with a repro method and mark it as critical.
2011-04-03 12:24:21 +00:00
omegablast2002@yahoo.com
17ac081ed3 fix for rainbow effert 2011-04-03 10:13:07 +00:00
omegablast2002@yahoo.com
67ebd964e1 2 bug fixes;
first, while hunting down easter eggs in the todo.dat i started trying to code some un-added equipment...noticed that thisforeach was exhabiting strange behavior.
what was happening was in the changed line, abilities.size() was a non-static number, so on most abilities, thisforeach was actually stopping prematurely. which explains why there was no test added for thisforeach, becuase it really wasnt working correctly.
what i did to correct the issue was set "i" as an unsigned int = abilities.size()..this way abilities being added don't stop it prematurely in the process of adding the matches.

2nd, this one is geared towards equipment only, it is a bug fix, not a "lets recode all equipment to use this"...i noticed that alot of equipment was suffering from double entries of activated abilities, the first entry was always targeted at the equipment and did nothing in most cases, the 2nd was always added during the getabilities call.
to fix, i added autoskill= ...what this line is used for it activated abilities or abilities that otherwise shouldnt exist when the card is not equipped, it is called on when getabilities function is called by equip() and for removel purposes.
2011-04-02 21:01:33 +00:00
omegablast2002@yahoo.com
e23ce580fe fixed a bug with sunburst and sunburst cards which contained x. 2011-04-02 18:30:55 +00:00
omegablast2002@yahoo.com
155b909bfd had to add this eff return becuase ai suddenly became retarded with the addition "teach" and the use of auras. 2011-04-01 18:36:36 +00:00
omegablast2002@yahoo.com
14e4775d54 cleaned up the alias change i made earlier today. 2011-04-01 11:14:06 +00:00
omegablast2002@yahoo.com
750f9c89cf removed un-need .c_str() call. 2011-03-31 17:24:49 +00:00
omegablast2002@yahoo.com
476a74340a little bit of hard code clean up, soft coded the following cards and removed thier hard codes
Angelic Chorus
Lavaborn Muse
Pestilence
Living Artifact
Hypnotic Specter
there is test for each of these.
btw living artifact hard code was wrong, it was allowing you to remove counters at any phase, the soft code is actually correct. updated living artifact test to the correct version in next rev
also fixed a case where "thatmuch" was never set, i now also store the amount on the source of the trigger as well.
2011-03-31 16:15:30 +00:00
omegablast2002@yahoo.com
6572a11848 changed the way aliases set id.
the old method was fine when wagic only supported 200 cards, this is so far from the case now. this will avoid bugs being introduced when we add support for a card in soft code.
what this was essentially doing was it would load every set but the hardcode card as soft code, and if you used the card which was originally hard coded, you get a bug where soft and hard code are both loaded.
2011-03-31 14:50:44 +00:00
wagic.the.homebrew@gmail.com
3c691b6741 - Fix for issue 614 (removed hardcoded Howling Mine)
- Fix for issue 615 (Linux/PSP compilation error)
2011-03-31 09:38:04 +00:00
omegablast2002@yahoo.com
d47a31ca47 i keep adjusting this sorry! changed it to a rfind instead, to more correctly build a newability. 2011-03-30 23:57:52 +00:00
omegablast2002@yahoo.com
728410743f removing empty entries from newabilitieslist. 2011-03-30 23:36:48 +00:00
omegablast2002@yahoo.com
792357b36d string was sending an extra char. 2011-03-30 22:22:40 +00:00
omegablast2002@yahoo.com
257de9962a just cleaning up a memleak i created, moving the parsing of the "newability" in transforms into the resolve rather then creating an object that might not be used. 2011-03-30 22:10:45 +00:00
omegablast2002@yahoo.com
6881787d7d moved parsing of the power and toughness for token gen into the resolve. 2011-03-30 19:25:48 +00:00
omegablast2002@yahoo.com
cba0c1218f slight adjustments to transforms parsing to allow for newability to also be a transforms. xx wasnt being set in a couple cases, removed the space i added to the 3 variables so they can be anywhere in the line. 2011-03-30 17:45:05 +00:00
omegablast2002@yahoo.com
d25424cb6c 3 changes
1st 
had to revise the syntax for my "type:" variable it is now type:blah:location, using the pipe line created nasty returns in some combinations of abilities as the parser confused the pipeline in type: with the one in TC.
2nd
more of a correction then a bug fix, i noticed that upcost had instances where it could still trigger its effect in the draw phase becuase the condiational for the ability resolve was in the update, i left the class mostly untouched but move the resolve out of update and into a receiveEvent for upcost, which triggers only once after you declared that you are leaving the upkeep before draw step begins.
3rd
reworked the construction of multiability to only produce a single multiability with all the abilities in the string instead of nested multiabilities, it is considerabily easier to debug and creates 1/3 less objects for the engine to deal with in comparison to the old method.
2011-03-30 01:01:11 +00:00
omegablast2002@yahoo.com
f0d104363f first moved regenerate lower on the parser, 2nd fixed an unforeseen bug with the newability subkeyword and the parser, i now store the string value of the transforms ability and remove it from the main string until transforms is parsed, if I leave it during the whole parsing any ability listed above transforms will not work correctly when granted with this ability.
also noticed issues with transforms parsing which i was able to easily correct by making it parse transforms in double brackets, transforms((effects))...updated primitive in next revision.
test suite passes, and varified that the fix doesn't effect how "&&" ability works with transforms.
2011-03-29 20:28:03 +00:00
omegablast2002@yahoo.com
c03a444525 corrected Prismatic omen issue,
added newability[whatever ability] to transforms classes.
this allows for transforms to also add activated or mtgabilities to cards it targets.
example Prismatic omen:
auto=lord(land|myBattlefield) transforms(plains forest mountain swamp island,newability[{t}:add{w}],newability[{t}:add{g}],newability[{t}:add{r}],newability[{t}:add{b}],newability[{t}:add{u}])
Issue: 573
2011-03-28 23:39:29 +00:00
omegablast2002@yahoo.com
565ee57372 it was reported to me that cards such as Isleback Spawn were not actually working correctly, to fix these i added a compareZone function to aslongas and a tag to use when you want to compare different like zones, example:
lets say in the case of Isleback Spawn you want to see if ANY player has less then 20 cards.

auto=aslongas(*|library) 4/8 <21 compare

this will check if either you or your opponent has less then 20 cards. rather then adding the total cards in both libraries.

over the last weeks ive seen this cards code change atleast 3 times. this should be the final version for it and any other cards like it.
2011-03-28 16:39:30 +00:00
omegablast2002@yahoo.com
8257fec1f2 changed the order of the aslongas tags so they can act more like manual over-rides. 2011-03-28 14:20:16 +00:00
omegablast2002@yahoo.com
7d98628355 added a "while " tag for aslongas effects which are not supposed to be treated as oneshot abilities. adding it as a tag allows for maximum flexibility in the code.
while i was at it reworked the aslongas class completely, i promised myself if another bug popped up with aslongas i would rewrite it. 20 hours later, we have an aslongas which does not care about when cards come or go.
aslongas should never have used the added/removed to determine the validity of its effect. i allow update to sort it out now in the update function of aslongas...also added a new function to it called sorterfunction tho it looks as it could be reduced in code i would appreciate that it remains as it is, simply because of the nightmare i went through fixing the previous 7 bugs or more reported for aslongas. the logic was far to jumbled up. this i hope is atleast cleaner and easier to understand for the future devs that might work on it.

note: all test passed, all manual testing also passed.

new while tag is used as follows.

[card]
name=Emperor Crocodile
auto=aslongas(other creature|myBattlefield) all(this) sacrifice while <1
text=When you control no other creatures, sacrifice Emperor Crocodile.
mana={3}{G}
type=Creature
subtype=Crocodile
power=5
toughness=5
[/card]

this will denote that the ability is NOT a oneshot ability and should remain effective for the entire time the card is in the field.
Issue: 613
2011-03-27 14:37:12 +00:00
omegablast2002@yahoo.com
06ca82929b removed clockwork beast alias and hard code. it is no longer needed as i added a soft coding method that was far more generic and leaving this is was causing conflicts with the new code. players reported that using the 4th edition clockworks beast was loading the card with the alias even tho i removed the alais in the primitives. 2011-03-22 03:44:54 +00:00
omegablast2002@yahoo.com
0fb914c0c3 fixed a reported bug where the foelost restrictions for triggers were not activating correctly, also updated the code by making it more flexiable...you can now do foelost(number) instead. 2011-03-22 03:20:17 +00:00
omegablast2002@yahoo.com
43711786fd fixed a reported bug where a player would respond to a targeted ability by phasing out a creature and the targeted ability would still resolve on the phased card. 2011-03-22 02:15:10 +00:00
omegablast2002@yahoo.com
f2c905225b cleaned up resetting cost for altercost code, its *almost* where i want it to be, removed the need to have "resetcost" coding on card code. removed "resetcost" keyword.
i was not 100% successful in getting the correct cost on altercost which reduced the amounts. however altercost which increased the amounts are now clean code. so the reducers are still using a dirty method of putting the card from the hand back into the hand to get the correct amounts.

the issue i ran into is how to get the correct amount in this situation.
target cost {5} 
have 3 reducers that - {2}
thats {1} of overkill reduce...
heres the issue. now remove all the reducers from play. the cost returns to {6} instead of 5. 
you would think, will have it track the over kill. which leads to another. have the 3rd card which would contain the overkill removed first, i factor the overkill and increase the amount by what was reduced, but that would not be correct. since the reduce was {2} the increase of removing the overkill card should increase the targets cost by {2} not the amount it actually reduced. as you can see, it is extremely complex. so for now im leaving it dirty, but removing the resetcost code.
2011-03-22 01:12:33 +00:00
wagic.the.homebrew@gmail.com
b021417324 Erwan
-fix for issue 604 (Land play limitation should not apply in all cases)
-- this adds a "castMehod" variable to MTGCardInstance. IF this variable is 0, the card was not "cast" (or for lands, "put into play" as part of the lands rule), but "added" to the battlefield with some other effect. On the other hand, if this variable is set, it means the card was cast 
-- as we discussed, I did not touch the "alternateCostPaid" variable, as I'm still not really sure these two concepts are actually the same
2011-03-02 13:41:24 +00:00
omegablast2002@yahoo.com
2153a8d308 added menutext returns for "protection from(" 2011-02-27 16:09:26 +00:00
omegablast2002@yahoo.com
3f090c7be8 added basic suspend.
syntax
suspend(number of time counter)={cost}
suspend(3)={g}
2011-02-25 18:40:23 +00:00
omegablast2002@yahoo.com
ffa13c8983 still tweaking ai interrupt slightly...think i finally got it how i wanted it...if it can interrupt OR if its ALREADY interrupting...
added some extra checks to how Ai determines if it should cast a "all(" or other lord...it was only taking the amount of cards it had into account and not looking at what the suggestion was for the nestedability...meaning it treated "destroy all" the same way it treated "all creature +10/+10" it would only check if it had more cards effected...completely ignore the effects....
2011-02-24 14:08:19 +00:00
omegablast2002@yahoo.com
6f792e5546 2011-02-22 14:38:07 +00:00