* changed how the avatar images are assigned since how they were before was incorrect. They are now assigned upon instantiation of the meta file. Not when the stats are calculated.
* Added new image for "Evil Twin". This is a horizontally flipped image of the original player avatar with a red background. Please feel free to edit the image.
* removed display of avatar image on menu items in deck selection that are not deck related. (ie "Cancel", "Back to Main Menu", etc) "New Deck" also does not have an image since no deck really exists yet so no avatar.
Issue: 622
Abduction
Corrupted Zendikon
Crusher Zendikon
False Demise
Fool's Demise
Guardian Zendikon
Shade's Form
Squee's Embrace
Vastwood Zendikon
Wind Zendikon
All cards have been tested manually.
Code example:
[card]
name=Abduction
target=creature
alias=1194
auto=untap
auto=@movedTo(mytgt|graveyard) from(battlefield):all(trigger[to]) moveTo(opponentbattlefield)
text=Enchant creature -- When Abduction enters the battlefield, untap enchanted creature. -- You control enchanted creature. -- When enchanted creature is put into a graveyard, return that card to the battlefield under its owner's control.
mana={2}{U}{U}
type=Enchantment
subtype=Aura
[/card]
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.
Turned on the threaded card fetching code for win/linux. PSP runs unthreaded. There's an easy toggle for switching which mode the app runs in: check out WResourceManager's constructor.
To fully appreciate the difference, try going into the deck editor without these changes, and use the arrow keys to navigate around (esp. up/down, as it loads 7 cards at a time). Then try again with these mods, you'll see the cards flicker briefly to the back card image and then load as they scroll onto the screen.
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.
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.
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.
added the following
Rushing River
Quietus Spike
Primal Growth
Phyrexian Scuta
Magma Burst
Infernal Contract
Heartless Hidetsugu
Floodgate
Eternal Flame
Ebonblade Reaper
Dwarven Landslide
Cruel Bargain
Catacomb Dragon
Blood Tribute
Banshee
Arctic Merfolk
these cards use the new naming system for other cost, and use the halfup/down subkeywords.
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.