Crushing Pain
Fatal Blow
Final-Sting Faerie
Opportunist
Witch's Mist
Reciprocate
Retaliation
Giltspire Avenger
doc might find more uses for it then i, just thought i would code some cards to go in with it.
note:pregamebooster failing again...whoever keeps adding new tokens to the card.dat please refrain from doing so as it is breaking a test in test suite...
this(damaged)
added
targetchooser [damaged] status
added
targetchooser [controllerdamager]
targetchooser [opponentdamager]
basically checks for whos doing damage to who in a match per turn.
text=First strike. -- Deathtouch. -- Whenever a creature an opponent controls is put into a graveyard from the battlefield, you may return target artifact card from your graveyard to your hand.
==>
text=Flying, haste -- {1}{R}: Hellkite Igniter gets +X/+0 until end of turn, where X is the number of
artifacts you control.
2nd change is a bug fix, i noticed that cards which were mana producers which contained a cost but did not contain a {t}: would still tap at first i thought this was graphical, however after further reveiw i noticed that the card was indeed truely tapping...this was happening becuase amaproducer had a defualt of 1 for doTap/tap...and since genericactived ability does not go through the motions of setting the true manaproducers "doTap" which can be witnessed by stepping through the processes...it was defualting to a tap, even tho the cost might have just be {1}:add{ ....
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
* since I rescaled the images down to 50%, I moved the display to the upper right
info box on the last line to the right of the "# of games played" information.
Things look like it will fit as long as the number of games is under 1000
1. Black Sun's Zenith
2. Blightwidow
3. Spiraling Duelist
4. Sword of the Meek
5. Vedalken Anatomist
6. White Sun's Zenith
7. Fixed Battle cry of following cards:
Accorder Paladin
Goblin Wardriver
Kuldotha Ringleader
Loxodon Partisan
Signal Pest
Hero of Bladehold
Hero of Oxida Ridge
Victory's Herald
deck files in long format. This is not configurable from the game. It must be set manually
inside options.txt.
ie. saveDetailedDeckInfo=1
* added extra debug information (line number inside text file) when card parser fails to recognize a line.
- modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
"MTGDeck: Bad Line:
[<line no>]: <line with error>"
- processConfLine will now return 1 for lines starting with "#". Previously it returned 0 which is incorrect
as comments should not be considered as errors.
* removed DeckMetaDataList class from code. This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
- player decks will now have an indication of what mana color it consists of.
- Ai decks will show symbols once the player has played against the AI deck at least once.
-- This is made possible with a new meta data inside each deck file.
MANA:<string representing color switches - 0/1 >
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file. This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically. Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.
While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
name=Contested Warzone
==>
name=Contested War Zone
text={T}: Add {1} to your mana pool. -- {1}: Inkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying and infect until end of turn. It's still a land.
==>
text=Whenever a creature deals combat damage to you, that creature's controller gains control of Contested War Zone. -- {T}: Add {1} to your mana pool. -- {1}, {T}: Attacking creatures get +1/+0 until end of turn.
In MBS cards:
primitive=Contested Warzone
==>
primitive=Contested War Zone
[card]
primitive=Spine of Ish Sah
id=214069
rarity=R
[/card]
==>
[card]
primitive=Spine of Ish Sah
id=214076
rarity=R
[/card]
reworked the handling of new target...auras and equipments can not be treated the same...doing so allowed the player to then use the equip function of the card and gain a double bonus. now i call directly on the equip function to do the equiping so that it works with its own function to add the effects. keeping a person from gaining double bonus.