there is a bug im working on with newaffinity and cards that contain targetchoosers with CD tcs.
experimental change also added with lords. im making the abilities grants by lord forcedalive until the lord is removed from game.
some instances of forcedalive in master primitives did not contain abilities which resolved, meaning they would contenue even though the source had left play.
for cards with the line or options "do/pay MANA or this card enters the battlefield tapped"
simply change it to tap(noevent)
it will simulate the card being placed into play already tapped.
other={convoke} name(Convoke)
delve
other={delve}
they might be able to be added directly to the real manacost.
added an ability that grants an ability while the source remains tapped
grant ability grantend...
added dethrone
abilities=dethrone
added support of multitargeting to extra cost, it acts the same as normal multitargeting, repeats dopay() the effects for each.
lots of changes, many bug fixes,
first
added auto=count(targetchooser)
and countedamount wparsed int
they work together for cards where it is difficult to get working without knowing in advance how many we had ie: exile blah creatures, for each creature you exiled do effect.
auto=count(creature|mybattlefield)
auto=moveto(exile)
auto=draw:countedamount
it takes into account token creatures, which our old methods did not.
second, added "freeze" which is a "frozen" that automatically taps your target for you, for use when nesting or whenever needed where it was difficult to nest the ability with tap included.
added devotion for "iroas"
added reveal:x and scry x
reveal contains optionone/optiononeend ; optiontwo/optiontwoend ; repeat; afterrevealed/afterrevealed end.
this ability has heavy use of targetListIsSet(<amount>) and upto:amount, you MUST be certain that all cards being revealed have an action that removes them from reveal either in the first, second, or 3rd ability.
there are over 300 examples in the new card code, the ability is VERY easy to understand.
scry contains automatic put on top, put on bottom, then scrycore/scrycoreend which is an ability to fire.
it also contains keywords, dontshow which is nested in scrycore, scry reveals, puts on top or bottom, then reveal AGAIN, and does an effect, dontshow eliminates the 2nd revealing.
is also contains "delayed" keyword, which delays the ability until AFTER the core fires.
added bestow. update rules mtg.txt!!!!
examples are in primitives, every bestow card was supported.
added a new lord based on varibles and restrictions
while(restriction{morbid})
while(varible:blah)
this simplifies and expands on this(, allowing you to even use while(cantarget together and check if a card is targetable by the variable. examples are in primitives
added token(by card name)
auto=token(Eldrazi Scion)
will search primitives and card dats for this card and give it to you as a token.
valid card dat info is still required.
added variable delirium
added restriction madnessplayed to allow checking if the card was played with madness.
added restriction "geared" for checking if a card has equipment on it.
added abilities words
skulk
menace <--cant be blocked except by 2 or more, if you dont block it with 2 or more we automatically unassign the single blocker and the creature is considered not blocked.
nosolo <--cant attack alone
mustblock <---if you dont assign as a blocker, we assign automatically the first thing it can block legally.
changed iscolorless back to "colorless"
enjoy, cards coming soon, theyre coded but im debating on not alpha sorting, cards being added this patch 965 uniques.
there is a section of the commit which was just VS2016 normalizing line ends, sorry if it makes it a cluster mess.
TODO: Morph and Kicker... Morph can be done but how to implement the
increased total cost with kicker? multi kicker? manual kicker??? Count
the mana pool if you can pay the cost+kicker if less than 3 increase
it???
Added trigger restriction for "@trigger(player)
restriction{opponenttrigger/controllertrigger}"
Restriction for:
@drawn
@damaged(combat and noncombat)
@lifed/lifeloss
Why?
When using @drawn trigger like Underworld Dreams
auto=@drawn(opponent):life:-1 opponent
If you take control of Underworld Dreams from an opponent, the
targetchooser for "opponent" is not updated and you are still the
opponent of Underworld Dreams even you take control of it(It is right if
you are the chosen opponent from cards like Black Vise, The Rack, etc...
The chosen opponent never changes. But cards that don't define a chosen
player an "opponent" like Underworld Dreams when an exchanged control
happens, the opponent of the card is the opponent of the one who
controls the card). :P
The new correct code for Underworld Dreams:
auto=@drawn(player) restriction{opponenttrigger}:life:-1 opponent
if activating ability, playing a land or casting sorcery spell at
sorcery level(timing restriction), if the stack is not empty, don't
allow it. Modified the life state check, if any of the players would
lose the game, allow the gamestateeffects to check... added
reduceto:value for ali from cairo...
When a creature is damaged and has critical life, PT turns to
red(critical life is 2 and below), if a card has a powered down status
like from -1/-1 counter, the PT turns to thistle, if powered up above 4,
the PT turns into yellow, default is white. legendary eldrazi pt is
violet. Token Indicator is T, and C for cards with copy abilities(so we
can differentiate them from originals), TC for both token and copy cat
cards.
This controls whether to update Power and Toughness if we are setting
base PT or not. If we are setting base PT update the CDA but it will not
be applied since we have an effect that sets PT to a default base. If
there are no effect that sets base PT, apply it on CDA using
current/updated PT. The buffs are not affected. Yeah...
This fixes the bug I introduced lst time. The damage was not taking into
account, but this time the damage reflects...
TODO/TOFOLLOW: update test and update all cards that uses CDA :)
CDA works by using "cdaactive" keyword on PT changes. Instead of
granting bonus, we modify the orig power and toughness since they are
dynamic PT. cdaactive are for cards like maro, tarmogoyf, etc. To
Follow/To Do: Additional Tests and other bug fix