Commit Graph

29 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
9564250179 added targetedplayer as a who for most abilities and token reciever..
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...
2012-03-18 15:57:35 +00:00
omegablast2002@yahoo.com
eb8c0c54f1 in this commit suspend now states the amount of turns in the menutext....
made changes to some of the simple menu items, made the simple menu not draw massive horizontal and vertical poles, that look was extremely dated.
2012-03-13 16:12:00 +00:00
omegablast2002@yahoo.com
d2752a5a22 converted cycling into a cost type to bring it more inline with MTGrules {cycle}, also added the cycled trigger @cycled(tc):
this cost type sends both the event for discard and the event for cycled trigger, it no longer automatically draws a card, that is part of this cost ability instead.
standard cycling is autohand={cycle}:draw:1 controller
its trigger is
auto=@cycled(*|myhand):damage:2 target(creature)
"whenever you cycle a card deal 2 damage to a target creature."
2011-11-09 14:27:56 +00:00
omegablast2002@yahoo.com
6399917d25 changes:
added abilities:
proliferate
ProliferateChooser:new targetchooser for cards with counter and poison counters "proliferation".

MenuAbility:new internal ability to create custom menus of abilities which can be activated in sequence one after another.

multikicker, syntax kicker=multi{b}
works with variable word "kicked", the amount of times it was kicked.

target=<number>tc,target=<upto:>tc,target=<anyamount>tc,target(<number>tc),target(<upto:>tc),target(<anynumber>tc);
multitarget is now supported with the exception of "devided any way you choose" which can not be supported becuase we allow detoggling of targeted cards with a "second" click....so you can not click the same card 2 times to add it to the targets list twice for example.
this is minor, as the bulk of multitarget is not "devided"
removed 's' parsing for multitarget, added a limit of 1000 to "unlimited" for easier handling; we currently can't handle activation of an ability on a 1000 cards very well on any platform(infact i don't suggest it)

Countershroud(counterstring), this MTGAbility allows you to denote that a card can not have counters of the type "counterstring" put on it.
"any" is for no counters allowed at all. this is a replacement effect. cards state that they can still be the targets of counter effects, however on resolve nothing is placed on them instead.

@counteradded(counterstring) from(target):,@counterremoved(counterstring) from(target):: these are triggers for cards which state "whenever you add a counter of "counterstring" to "target"; added counterEvents struct; 

other changes:
added support for ai handling of multitargeted spells.

changed a few of delete( into SAFE_DELETE(, safed up a couple areas where they did not seem safe to me;

added better handling of menus presented to ai, it will try to select the best based on eff returns.

added varible lastactioncontroller for ai use, it keeps it truely from ever tripping over itself and brings ai more inline with MTG rules.

converted TC into a protected member.
added "abilitybelongsto" string to tc, and set "owner" of the tc. a tc should never belong to "no one" it should always have a owner.
abilitybelongs to string is solely for easier debugging, i found it was a pain to never know what ability created a tc while i coded multitarget. the owner of the tc is the only one that should be using it, if an ability needs to declare the opponent as the owner (choose discard which is currently unsupported for example) this will allow us to better handle that situation by setting the tc owner in the ability which called it.

rewrote the logic of "checkonly" in ai choose targets, the only time it is "checkonly" is when it is trying to see if it had a target for a spell before it cast it, i now set this in the actual function call instead, the old method was far to error prone.

wrote logic for ai checking of menu objects presented to it,
ai will now make better choices when a menu is presented to it based on what it already knows. this changes it from it's old method of "just click the first option".

taught ai how to use multi-mana producers such as birds and duel lands by adding a method for it to find it's mana for a payment. it can effectively use cards like birds of paradise and sol ring(without locking up). It's primary method of pMana searching was maintain for performance(no need to deep search if we have it in pMana).

added a vector to actionlayer to store mana abilities for pMana. this provides us with a dramatic improvement when mana lords are present by reducing the amount of objects that need checking when ai checks pMana.
with 80 mana objects and a ton of lords one instance i checked went from 8000ish checks down to 80<===big difference.

added "tapped" green coloring(sorry i missed that!)...added red coloring to current actionLayers current action card (usually the source).

changed "type(" restrictions second amount from atoi into wparsedint for more flexiable coding.

add "&" parsing to CD targetchooser, removed "iscolorandcolor" variables and functions becuase they were a hack the real fix was this.
cretaure[dragon&black&blue] a creature that is a dragon, and black and also blue.

changed some of the ai computeactions and
removed unneeded gaurds in ai chooseblockers, they did more harm then good.
2011-09-01 20:03:26 +00:00
omegablast2002@yahoo.com
0fba6994a6 fixed a reported bug with @vampired, it was tricky, but ultimately i had to move the building of vampevent outside of TRVampired...the reason being that all instances of TRVamp were able to send and react to other instances of it sending out "vampevents", so move it into rules so only one object handles that, also changed the method it was handled, it now maps the cards with a 2nd vector of the vampires...basically "this card was dealt damage by X, Y, Z this turn"...
let me know if i missed some strange edge case somewhere. as far as i tested, it seems to work just fine.
2011-04-29 13:24:02 +00:00
omegablast2002@yahoo.com
93d9347566 added "colors" to word variables
========================================
added a function to return the action element id by mtgcardinstance.
=======================================
refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.

=========================================

moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
=======================================================
reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost. 
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
======================================================
added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
======================================================
removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.

both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
============================================================================
i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones* 
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
=========================================================================
added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
===================================================
reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
===================================================
added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition 
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match

the next bonus is
+ //creatures entering play consecutively will allow you a chance 
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows, 
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.

next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
============================================================
fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar

ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause 
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority. 
g->currentlyActing() is the player that has priority. 
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)

dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.

transformer will no longer add the same types a card already has..

removed an unneeded 
if (!activated) ....oris bug seems to be corrected with this change.

wrapped limitsperturn checks in a conditional to skip it if there is no limit string. 

added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event. 

fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"

moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.

removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....

corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.

note: all test pass.
2011-04-12 20:54:34 +00:00
omegablast2002@yahoo.com
75a9d7840d 3 things here, found my targets returns for @vampired we're screwy, which explained why doc didnt add 3 of the possible cards for it...corrected that but i need to rename the varibles which i will do at a later time, not in this patch..
2 fix for token creator livingweapons...this was actually a preexisting bug, but not noticed becuase these are the first equipments that use token gen...when equipping it would readd the oneshot tok gen as an activated ability with no cost...generally we dont want to pass oneshot token generation to another card by equipping...

and 3rd...
got rid of the disgusting vanishing workaround.
it was riddled with bugs, got exsample if the creatures would gain indestructible the -99/-99 they were reciving did nothing to rid the battlefield of the creature...

new vanishing is 
auto=vanishing:number
thats it, no crazy 2 trigger lines with lords ect...
2011-02-03 14:17:25 +00:00
wagic.the.homebrew@gmail.com
f63aa379e7 Erwan
- moved all "loseLife/gainLife" duplicated code into 1 Player method
2011-01-23 06:59:00 +00:00
omegablast2002@yahoo.com
62873dc971 more fixes to the review 2011-01-22 17:14:41 +00:00
omegablast2002@yahoo.com
473abd9814 im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.

first bug fixes, and there were many, 
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed

token text now displays source name and tokens abilities

fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.

epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.

extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.

angelic chorus bug fixed, the card will be soft coded now.

and many other minor bugs fixed, hard to remember all which were fixed.

now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",

all true landwalks will now be supported.

new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned 
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]

you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines

card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle

[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature 
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]

other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.

[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]

activated ability gained a new restriction "opponentturnonly"

variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature

draw:type:ally <---counts the allys in your field. self explanitory

draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much

draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.

new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.

new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])

new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)

new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.

livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.

token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.


phaseout <--self explanitory

spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.

stacking flanking, requires 2 abilities unfortunately

[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking 
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]

removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.

added new tools for transforms
,setpower=number
,settoughness=number
removetypes

morph
autofacedown={0}:morph

eradicate <---same as the card name.

cumulativeupcost[ <--self explanitory

upcostmulti[ <--an upcost that will resolve with a && ability

phaseaction[ phase name ] ability

an ability that will trigger on the stated phase name.
also support for phaseactionmulti[

new triggers added:
@vampired( <--sengir vampire effect
@targeted( 
@lifeloss(
@lifed(

add a special ability builder called dynamicability
it acts alot like a choose your own adventure book

dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.

variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent

the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.

new gameoption
First turn player:player, opponent, random
who takes the first turn

added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.

taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.

im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.

cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4 reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
omegablast2002@yahoo.com
98e34c4eca changed some of the ability names as requested, autoformatted ability.cpp as it was getting pretty messy. added @attackedalone( trigger. added "removefromcombat" mtgability. im going on vacation, whoosh :P 2010-10-18 15:56:32 +00:00
omegablast2002@yahoo.com
d13e8904b5 massive update, additions and changelog in first comment. 2010-10-18 10:46:36 +00:00
wagic.the.homebrew@gmail.com
f3cc20eb31 Erwan
- Fix for issue 284 (Damage not triggering when creature dies in combat phase)
2010-09-25 05:15:09 +00:00
salmelo16
9cf4c7587b added ability to have triggered abilities target based on the event that triggered, bramblewood paragon, graft, etc.
use "trigger" inside target code of triggered ability.
does not work with @each and @next.
@damaged can use trigger[to] and trigger[from] to specify the target or source of the damage, respectively.

Adds cards:
Aether Flash
Bramblewood Paragon
In the Web of War
Juniper Order Ranger
Mortuary
Primal Forcemage
Fungus Sliver
Simic Initiate

as well as a test file for feral hydra, missing from my last commit.
and daily build.
2010-04-03 23:50:39 +00:00
wagic.the.homebrew@gmail.com
59eb79fc47 Erwan
- fix issue 94 (enchant enchantments)
2009-10-01 13:33:40 +00:00
jean.chalard
5b473a1505 J :
* Fix almost all tests.
* This version "nearly" works.
2009-09-07 14:37:32 +00:00
jean.chalard
2e7570fdea J :
* Add some pretty printers to help debugging.
2009-09-04 13:22:15 +00:00
jean.chalard
6dab048a9e J :
* Interface for damage assignment.
2009-08-31 02:00:33 +00:00
wagic.the.homebrew@gmail.com
0dfa3f2e16 Erwan
-fixesRockslide Elemental, Welkin Hawk
-Added messages for Manapool updates
-Cleaned up ManaProducer code
2009-08-26 14:30:24 +00:00
wagic.the.homebrew@gmail.com
a2149131fb Erwan
- fix bug eventBlocker
2009-08-23 10:48:06 +00:00
jean.chalard
3349f974f1 J :
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
  probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
2009-08-22 05:59:43 +00:00
wagic.the.homebrew@gmail.com
ab445c9758 Erwan
- Added a few cards
- Creature attacks, blocks, is re-ordered in blocking list events
2009-07-12 12:27:55 +00:00
wagic.the.homebrew@gmail.com
d8ac4a49b1 Erwan
-translation updates (including fr.txt)
2009-07-05 09:06:51 +00:00
wagic.the.homebrew@gmail.com
630a239f31 Erwan
- tap/untap of a card now sends an event
2009-06-25 14:23:21 +00:00
wagic.the.homebrew@gmail.com
7804cbbd64 Erwan
- Send an event when Phase changes
2009-06-16 14:10:33 +00:00
wagic.the.homebrew@gmail.com
34c139a15d Erwan
-fixed bugs with lifelink
2009-04-05 09:01:31 +00:00
wagic.the.homebrew
f87c703866 Erwan
- Added WEvent class, allows to send events to abilities
- Cards that change zones now becomes new objects (as specified in the Comprehensive rules). This should allow to fix lots of stupid bugs in the near future, but probably brings loads of new issues :(
2009-02-16 13:46:14 +00:00