reasons behind this are as follows:
1:separation of the battlefields is already incredibly clear by the huge gap between the center...
2:a line drawn on battlefield that represents the seperation is something that should be handled outside of the engine, in the actual battlefield graphic.
3:on hires screens this line stands out like a sore thumb.
4:the line is draw on top level above the cards making it stand out even worse when you have a battle going. as well as cutting over the top of the cards in displayed hand view.
over all the battlefield looks cleaner.
- Fixed the animation for the menu fonts when selecting an item in the menu. mTargetScale and mScale in SimpleButton are here for a reason, people!
-- Note: I'm not sure I actually like the "zoom on currently selected item" thing, not sure it brings much.
-- we should definitely consider a hi resolution font because now it really doesn't look good, when it is scaled that much
Why is the subtypes menu using a different font from all other simpleMenus ?
- Removed one "stats" button as well as the "menu" button. The goal is to let the screen "breathe" and show cards as much as possible.
-- Removing the "menu" button is also in line with all other screens of the game, where that button never appears.
- With the same goal, the "XXX of XXX cards" text is now displayed only when scrolling
- removed ACTION_LOGGING_TESTING code
- Fixed AIvsAI games multithreaded games
- Activated undo when testsuite is enable
- Defined an initial player comparison operator
- Fixed multi-threaded modification to subtypes
- Fixed gameTurn cleanup for gameObserver reuse
adjusted the way cardsacrificed events were sent
added a ability which is a way to tell a targeted player, yourself, or opponent to do a set of abilities.
ability$! EFFECT _ EFFECT !$ WHO
the idea here is that the abilities are being added to the targeted players game...so
target(player) ability$!target(<2>*|myhand) reject!$ targetedplayer
this line tells the player to discard 2 cards...
you can also use it without targeting by using WHO words..
controller, owner, targetcontroller, opponent, targetedplayer
this ability defualts to opponent.
cards coming soon...
Curse of Oblivion moved back to unsupported.
added support for targeting a zone by targeting a player...
any time you have targeted a player, you can access items in thier zones by using
targetedpersonsZONE
targetedpersonsbattlefield for example...
added "targetedplayer" as a targetchooser and who.
added "mycurses" targetchooser.
added "targetedcurses" word variable.
taught ai when not to play a planeswalker, told ai to look for planeswalkers as a card type to play.
fixed a crash related to tokens and cardgui..tokens dont have models....
made a 1 line change to deckveiwer that makes it usable on touch devices and improves the overall look and feel of deckveiwer....
counter{}
so you can get a count of a certain counter on a card
the next consist of parts using the same targetchooser method as type:
power:
toughness:
convertedcost:
followed by ---
highest:
lowest:
followed by targetchooser
blah:mybattlefield
so if i want highest converted cost of creatures i control..
convertedcost:highest:creature:mybattlefield
also added an internal ability to reuse and display flying text with a string passed to it.
Added a place marker to allow volume change during app. Right now it's either loud or off. There isn't a way to allow the volume to gradually go up and odwn based on the values set in settings.
added deck names to screen when bringing up the menu during a match. The deck names appear below the AI avatar and above the player avatar.
fixed a mem leak in ZipArchive.mm