- Fixed empty ActionStack "interrupt" messages
- If no attackers are declared, go straight to Combat end phase
- Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step
- Second Damage step is called "Combat Damage (2)"
- UserRequestNextPhase is to be used knowing that it might not succeed
- Step change for GuiCombat is now computed at GameObserver::nextGamePhase
Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
-fixed problem with lifelink+wither, although combat damages are not entirely correct. Once combat damages actually deal the correct amount of damage, let's put test "armadillo_cloak" back in the suite
- removed useless "color=" lines
- Added color override for cards such as crimson kobolds (note: color should be after the "mana" line to avoid side effects)
- InGame Text display is now an option
- Fixed *Duos in SHM, benalish knight, beeligerent hatchling, removed demigod of revenge (needs extensive testing)
- added "ueot" for p/t and abilities gaining in the parser, as part as the fix for safehold duo
- fixed a bug with bottle gnomes (would give life to opponent even if you steal control)
- huge update for abilities life,draw,damage,deplete,discard in the parser. This breaks some cards (so we need to fix them) but allows more flexibility in the future. See my post on the forum
- added counters to parser. They can be used as an effect, not a cost!!! counter(p/t,n) where n is the number of counters. if n is ommitted, it is 1, if it is negative, it means "remove" counter
- fixed a bug (crash if a card that had an ability until end of turn would be put into the graveyard before the end of the turn)
- Added a new game Mode : Random 1 or 2 color.
- fix PSP Compilation issue
- Stillmoon cavalier (and other "until end of turn" activated abilities) bug fix
- attempt at fixing multi abilities that work "only from time to time"
-added telkinetic sliver. This confirms that All lords that give a "complex" ability can now be added in cards.dat, as long as we can write the ability.
For example: lord(sliver) {T}:tap target(*) for telkinetic sliver. Please test and let me know
- Updated Parser mechanism. Right now this doesn't change functionalities much, but should be more readable, and make it easier to code some new abilities in the future
- Fixed regenerate, broken with r532
- Death Ward now works
- I think "&&" now works with all abilities, needs to be tested...