3a4eef68aefb30eee065c8682b442b24d8aa0068
130 Commits
| Author | SHA1 | Message | Date | |
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cd07248df5 |
UPDATE YOUR rules FOLDER!!!
- This is some Work in progress to make Wagic less "game" dependent. This change especially is an attempt at moving away from some dangerous patents owned by some company. It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation. I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently. In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete. - Also fixed minor bugs I stumbled upon while developing |
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66ad0f4694 |
- Files in Res/rules are now loaded dynamically. This allows people to add their own mods fairly easily
- also has a basic support for unlocks (does not yet allow people to create their own unlock rules, though...) - Some things are still hardcoded and should progressively move to these rules files (such as Game Type, how random decks are created, etc...) - Test suite doesn't foolishly ask you to choose a game mode (momir, etc...) anymore - UPDATE YOUR Res/rules/ folder !!! |
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bd56723bc0 |
Checkpoint on a utility helper class. Basically, if you have a class that you want to count the numbers of instances, you do this:
class Foo
#ifdef TRACK_OBJECT_USAGE
: public InstanceCounter<Foo>
#endif
Then, use this macro somewhere in the class body:
SUPPORT_OBJECT_ANALYTICS(Foo)
Lastly, add whatever information you want to trace out to the function ObjectAnalytics::DumpStatistics().
Here's a sample of the output of what I've instrumented so far:
-----------------------------------------------------------
Object Usage Stats
CardPrimitive current count: 7899
CardPrimitive current byte usage: 2053740
CardPrimitive max count: 7908
CardPrimitive max byte usage: 2056080
MTGCard current count: 13973
MTGCard current byte usage: 670704
MTGCard max count: 13982
MTGCard max byte usage: 671136
MTGCardInstance current count: 180
MTGCardInstance current byte usage: 172080
MTGCardInstance max count: 189
MTGCardInstance max byte usage: 180684
-----------------------------------------------------------
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ad56dfa8d0 |
3 things here
first as requested, kicker will now act like the other cost, offering a menu choice, heres the catch tho, it was also thought up that we should maintain the "pay automatically" method of it as it feels more natural to some(even tho as per MTG rules its supposed to be a choice). so here is what i did that i hope satisfies everyone, i added a new menu option under advanced tab..."kicker payment" with 2 setting, by defualt "always pay" but also an option to "always offer choice"... 2nd, minor tweaks to player avatar, every tme i saw it i was like "i need to do something about that", the avatar getting completely sucked into the corner just looked bad imo, so i about doubled the "inactive" size, so it looks a little more uniform with the opponents avatar. also move the library and grave icons just a thin hair to the left so they don't grossly overlap the players avatar as much when active, and increased the dark box theyre contained in my just a few pixels. 3rd, something else thats really bothered me to no end was that the title text of simple menus which display the cards name which owns the box was using small face font, which on pc was *barely* ok...but on psp(smaller devices) looks like white smears and dots. i changed it to share the font and size used inside the menubox itself, the end result is a lot nicer look...and alot easier to read on psp. now if only we can convince wololo that "spades" is alot like a lava lamp, cool at first, but *extremely* dated. the menu box should have a much slicker look, maybe rounded corners instead and lose the street light poles? minor fix for phaseaction, becuase of the nature of this ability finding a happy safe medium without losing function is tough. hopefully this corrects it for good. dropped cast methods menutext returns to lower case, for uniformity. |
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b4e3608412 |
Fixed a subtle bug with the Random player deck choice - I kept getting my first deck every time. It turns out that the 'random' implementation was actually multiplying the random seed by a value of 1001, which isn't prime - I have seven player decks on my one dev system, which divides neatly into that multiplier.
Removed the multiplier, as it's unnecessary. |
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6f5919ed06 | Reverting r3496 to fix failing tests | ||
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8bf983e2e5 |
Flagged numerous peices of code that have local variables that are masking either member variables or variables scoped outside the current scope.
I've marked all the ones I found with the following TODO comment: TODO: C6246: <blah blah> a few in particular are the ones related to "oneShot" and "_target". These are local variables that are declared that mask either a method parameter or a member variable. |
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8ed84aa97d |
Issue 634:
Fixed. Had to clear the DeckManager whenever the player deck selection screen is displayed. TODO: Need to implement a caching mechanism that caches the deck information based on deck selection and not a global one. Currently DeckManager is effectively treating the DeckMetaData as global data. *some minor tweaks to how deck information is managed/created |
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fc0a59a14e | Moved GameOptions.h into the precompiled header. Shaves almost 20 seconds off my build times. | ||
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f9be0a6341 |
- reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)
- added 2 menus to wait for connection and wait for deck selection - tested compilation on Qt Linux, Qt Windows and PSP - deactivated everywhere (NETWORK_SUPPORT to activate). |
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93c63cef3d |
reimplemented mana color display for deck selection. This is now totally controlled by
stats generation. No data needs to be written to the deck master files themselves. Now the mana colors will only show if you have battled with a particular deck at least once. This is not retroactive, so you will need to battle the ai again. This can not be edited manually either to prevent tampering with the statistical data. Player deck mana color display is also covered this way. Decks will still be saved in the new layout if a disk write is necessary. So any changes via the deck editor will result in a deck file rewrite is was always the case.:) |
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b7b584113b |
- Moved the card collection out of the GameApp class to clean up the dependencies
- Added method to build a card collection independently of the GUI to ease my unitary test application - Added part of some network GUI I'm working on, it's #ifdef out, I'm only committing this part to ease later merges - Added the beginning of a serialization code of the Player and related classes used for network support - various other minor cleanup |
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767983631a |
* moved deck saving to end of match. It now only saves when you've actually completed a game.
* added additional meta data for decks when saving them back to file.
- decks saved this way now are split into three regions: creatures, spells and lands. It's more for a visual sorting if a
player wanted to look at the deck outside of the game. It does not impact the deck loading negatively at all. It may
increase performance in cases where the deck was previously defined using the canonical names of the cards as the numeric ids
reduce the work done when looking up the cards by name.
* modified ManaCost toString method.
* added toString method for ManaCostHybrid ( possibly make ManaCostHybrid a subclass of ManaCost)
* added additional operator overloading for ManaCost for printing to cover ManaCost when it's a pointer as well as a copy
( TODO: might want to check if making usage of ManaCost as a copy as opposed to a ptr is really necessary in most cases. )
* added alternate version of "trim" to handle trimming temporary strings as returned by things like ostringstream.str().
- This was necessary since the PSP compiler doesn't do the necessary adjustments for those types of calls.
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8af5870d48 |
* Added new options parameter. "SaveDetailedDeckInfo". This will force the system to save all
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 >
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6675a7da31 |
Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.
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. |
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cba0a59023 | Removed useless attribute | ||
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5e651f03b2 |
moved mulligan code out of GameStateDuel and into Player base class. Taking a mulligan seems better
encapsulated as a player function rather than loose code inside the state transitions of GameStateDuel Note: Inside of the mulligan code I assigned game to currentPlayerZones for clarification rather than something functionally required. "game" seems ambiguous as "game" is also referenced throughout the code for the GameObserver keeping this change localized to this method until more analysis can be done. The pattern that was here before was game->currentPlayer->game where the first "game" represented the GameObserver and the second the collection of zones (MTPPlayerCards) to the current player. I would suggest changing the Player instance of game to something that represents its data, the game zones associated to the current player. "game" seems too generic, as it can be interpreted to encompass many things rather than just dealing with the different zones (library, exile, discard, etc ) |
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32cabc15c2 | Forcing LF as the line ending style through SVN properties. No actual code changes here. | ||
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ce7745bfa6 |
First attempt to reduce load time of player deck selection screens.
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that get flushed when you quit the game. The initial load time will be significant as lazy loading has not been coded yet for the ai decks. TODO: lazy load the player and ai decks as they appear on the screen. Currently, each screen loads all decks. |
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2063e27681 |
Added a debug helper override class for ifstream - this normally washes out to std::ifstream. If #define TRACK_FILE_USAGE_STATS is enabled, it derives from ifstream, but additionally tracks each time we create an instance for a given file name & counts each hit in a map, and dump the statistics on shutdown. This is to help track how often we open up certain files, since i/o is costly on the psp.
Here's an sample run on my win box where I launched & ran the test suite once (note that for more interesting stats, forcing a low memory condition would be more interesting so that it'll thrash more): ------------------- File Usage Statistics ../../../wagic_res/graphics/simon.dat -- 1 ../../wagic_res/graphics/simon.dat -- 1 ../wagic_res/graphics/simon.dat -- 1 22222220.jpg -- 1 42187t.jpg -- 1 4514111t.jpg -- 1 4838511t.jpg -- 1 4838512t.jpg -- 1 51613t.jpg -- 1 89069t.jpg -- 1 Advisor.wav -- 1 Ally.wav -- 1 Angel Token.jpg -- 1 Angel.wav -- 1 Ape.wav -- 1 Archer.wav -- 1 Assassin.wav -- 1 Atog.wav -- 1 Aura.wav -- 1 Barbarian.wav -- 1 Basic.wav -- 1 Bat.wav -- 1 Bear.jpg -- 1 Beast Token.jpg -- 1 Berserker.wav -- 1 Bird.wav -- 1 Centaur.wav -- 1 Cleric.wav -- 1 Cockatrice.wav -- 1 Construct.wav -- 1 Crocodile.wav -- 1 Cyclops.wav -- 1 Dauthi.wav -- 1 Demon.wav -- 1 Dragon.jpg -- 1 Drake.wav -- 1 Druid.wav -- 1 Dryad.wav -- 1 Dwarf.wav -- 1 Efreet.wav -- 1 Elemental.wav -- 1 Elephant.wav -- 1 Elf.wav -- 1 Elk.wav -- 1 Equipment.wav -- 1 Forest.wav -- 1 Frog.wav -- 1 Fungus.wav -- 1 Giant.wav -- 1 Gnome.wav -- 1 Golem.wav -- 1 Horror.wav -- 1 Horse.wav -- 1 Hydra.wav -- 1 Illusion.wav -- 1 Insect Token.jpg -- 1 Insect.jpg -- 1 Insect.wav -- 1 Island.wav -- 1 Juggernaut.wav -- 1 Kithkin.wav -- 1 Kobold.wav -- 1 Kor.wav -- 1 Kraken.wav -- 1 Lair.wav -- 1 Land.wav -- 1 Leech.wav -- 1 Legendary.wav -- 1 Leviathan.wav -- 1 Lhurgoyf.wav -- 1 Lizard.wav -- 1 Masticore.wav -- 1 Mercenary.wav -- 1 Merfolk.wav -- 1 Metathran.wav -- 1 Minion.wav -- 1 Minotaur.wav -- 1 Monk.wav -- 1 Mountain.wav -- 1 Mutant.wav -- 1 Myr.wav -- 1 Nightmare.wav -- 1 Nothing.wav -- 1 Ogre.wav -- 1 Ooze.wav -- 1 Orc.wav -- 1 Orgg.wav -- 1 Ouphe.wav -- 1 Pirate.wav -- 1 Plains.wav -- 1 Plant.wav -- 1 Rat.wav -- 1 Rebel.wav -- 1 Res.txt -- 1 Res/../../../wagic_res/graphics/simon.dat -- 1 Res/../../wagic_res/graphics/simon.dat -- 1 Res/../wagic_res/graphics/simon.dat -- 1 Res//test/Amugaba.txt -- 1 Res//test/Auriok_Sunchaser_ASLONGAS_1.txt -- 1 Res//test/Auriok_Sunchaser_ASLONGAS_2.txt -- 1 Res//test/Call_to_Heel_1.txt -- 1 Res//test/Call_to_Heel_2.txt -- 1 Res//test/Covetous_Dragon_ASLONGAS_3.txt -- 1 Res//test/Covetous_Dragon_ASLONGAS_4.txt -- 1 Res//test/Glimmervoid_ASLONGAS&TRIGGER.txt -- 1 Res//test/Nevinyrrals_Disk.txt -- 1 Res//test/Nevinyrrals_Disk2.txt -- 1 Res//test/Nyxathid.txt -- 1 Res//test/OneDozenEyes.txt -- 1 Res//test/Zombie_Infestation.txt -- 1 Res//test/act_of_treason.txt -- 1 Res//test/aegis_of_the_meek.txt -- 1 Res//test/aether_flash.txt -- 1 Res//test/aether_mutation.txt -- 1 Res//test/afflict.txt -- 1 Res//test/akron_legionnaire.txt -- 1 Res//test/alabaster_dragon.txt -- 1 Res//test/alabaster_leech.txt -- 1 Res//test/alabaster_leech2.txt -- 1 Res//test/alluring_siren.txt -- 1 Res//test/anarchy.txt -- 1 Res//test/ancestors_chosen.txt -- 1 Res//test/angry_mob1.txt -- 1 Res//test/angry_mob2.txt -- 1 Res//test/angry_mob3.txt -- 1 Res//test/angry_mob4.txt -- 1 Res//test/angry_mob4b.txt -- 1 Res//test/angry_mob5.txt -- 1 Res//test/angry_mob7.txt -- 1 Res//test/animate_artifact.txt -- 1 Res//test/animate_artifact2.txt -- 1 Res//test/animate_dead.txt -- 1 Res//test/animate_dead2.txt -- 1 Res//test/animate_dead3.txt -- 1 Res//test/animated_legendaries1_i221.txt -- 1 Res//test/animated_legendaries2_i221.txt -- 1 Res//test/animated_legendaries3_i221.txt -- 1 Res//test/ankh_of_mishra.txt -- 1 Res//test/arcanis_the_omnipotent.txt -- 1 Res//test/arcanis_the_omnipotent2.txt -- 1 Res//test/arcbound.txt -- 1 Res//test/ardakar_wastes.txt -- 1 Res//test/ardent_soldier.txt -- 1 Res//test/argothian_enchantress.txt -- 1 Res//test/armadillo_cloak.txt -- 1 Res//test/ascendant_evincar.txt -- 1 Res//test/ascendant_evincar2.txt -- 1 Res//test/ascendant_evincar3.txt -- 1 Res//test/ashen_firebeast.txt -- 1 Res//test/ashen_firebeast2.txt -- 1 Res//test/aura_mutation.txt -- 1 Res//test/avarice_totem.txt -- 1 Res//test/aven_riftwatcher.txt -- 1 Res//test/aven_riftwatcher2.txt -- 1 Res//test/aysen_bureaucrats.txt -- 1 Res//test/balduvian_conjurer.txt -- 1 Res//test/baneslayer_angel.txt -- 1 Res//test/baneslayer_angel2.txt -- 1 Res//test/barbed_sliver.txt -- 1 Res//test/basal_sliver.txt -- 1 Res//test/beacon_of_creation.txt -- 1 Res//test/beacon_of_destruction.txt -- 1 Res//test/beacon_of_unrest.txt -- 1 Res//test/behemoth_sledge.txt -- 1 Res//test/behemoth_sledge2.txt -- 1 Res//test/behemoth_sledge3.txt -- 1 Res//test/behemoth_sledge4.txt -- 1 Res//test/behemoth_sledge5.txt -- 1 Res//test/belligerent_hatchling.txt -- 1 Res//test/benalish_knight.txt -- 1 Res//test/biorhythm.txt -- 1 Res//test/black_market.txt -- 1 Res//test/black_vise.txt -- 1 Res//test/blessed_wind.txt -- 1 Res//test/blessed_wine.txt -- 1 Res//test/blinking_spirit.txt -- 1 Res//test/blinkmoth_nexus.txt -- 1 Res//test/bloated_toad1.txt -- 1 Res//test/bloated_toad2.txt -- 1 Res//test/bloodfire_colossus.txt -- 1 Res//test/bloodhall_ooze.txt -- 1 Res//test/bloodscale_prowler.txt -- 1 Res//test/body_double.txt -- 1 Res//test/boggart_arsonists.txt -- 1 Res//test/borderland_behemoth.txt -- 1 Res//test/bottle_gnomes.txt -- 1 Res//test/bottle_gnomes2.txt -- 1 Res//test/brainstorm.txt -- 1 Res//test/bramblewood_paragon.txt -- 1 Res//test/brass_man.txt -- 1 Res//test/brass_man_i161.txt -- 1 Res//test/briarhorn.txt -- 1 Res//test/cage_of_hands.txt -- 1 Res//test/castle.txt -- 1 Res//test/cathodion.txt -- 1 Res//test/celestial_purge.txt -- 1 Res//test/chainbreaker.txt -- 1 Res//test/circle_of_protection.txt -- 1 Res//test/circle_of_protection_i211.txt -- 1 Res//test/civic_wayfinder.txt -- 1 Res//test/clone.txt -- 1 Res//test/clone2.txt -- 1 Res//test/clone3.txt -- 1 Res//test/cockatrice.txt -- 1 Res//test/cockatrice_i228.txt -- 1 Res//test/colossus_of_sardia1.txt -- 1 Res//test/colossus_of_sardia2.txt -- 1 Res//test/composite_golem.txt -- 1 Res//test/conservator.txt -- 1 Res//test/control_magic.txt -- 1 Res//test/control_magic2.txt -- 1 Res//test/control_magic3.txt -- 1 Res//test/control_magic4.txt -- 1 Res//test/corrupt.txt -- 1 Res//test/counsel_of_the_soratami.txt -- 1 Res//test/counterspell.txt -- 1 Res//test/counterspell2.txt -- 1 Res//test/counterspell3.txt -- 1 Res//test/counterspell4.txt -- 1 Res//test/cranial_plating.txt -- 1 Res//test/creature_bond.txt -- 1 Res//test/crimson_kobolds.txt -- 1 Res//test/crosis_s_catacombs_1.txt -- 1 Res//test/crosis_s_catacombs_2.txt -- 1 Res//test/crumble.txt -- 1 Res//test/crystal_rod_i172.txt -- 1 Res//test/curiosity1_i217.txt -- 1 Res//test/curiosity2_i217.txt -- 1 Res//test/dark_banishing.txt -- 1 Res//test/dauntless_escort.txt -- 1 Res//test/dauthi_embrace.txt -- 1 Res//test/death_grasp.txt -- 1 Res//test/death_ward.txt -- 1 Res//test/decree_of_justice.txt -- 1 Res//test/deja_vu.txt -- 1 Res//test/delusions_of_mediocrity.txt -- 1 Res//test/dematerialize_flashback.txt -- 1 Res//test/dingus_egg.txt -- 1 Res//test/dingus_staff_i153.txt -- 1 Res//test/divergent_growth.txt -- 1 Res//test/doomed_necromancer.txt -- 1 Res//test/double_strike2_i145.txt -- 1 Res//test/double_strike_i145.txt -- 1 Res//test/dragon_broodmother_i491.txt -- 1 Res//test/dragon_fodder.txt -- 1 Res//test/dragon_fodder2.txt -- 1 Res//test/dragon_whelp_i154.txt -- 1 Res//test/drain_life.txt -- 1 Res//test/dream_fracture_i142.txt -- 1 Res//test/drift_of_the_dead.txt -- 1 Res//test/dromad_purebred.txt -- 1 Res//test/dross_golem.txt -- 1 Res//test/dross_harvester.txt -- 1 Res//test/duskwalker.txt -- 1 Res//test/dust_corona.txt -- 1 Res//test/dwarven_warriors.txt -- 1 Res//test/ebony_horse.txt -- 1 Res//test/ekundu_cyclops1_i218.txt -- 1 Res//test/ekundu_cyclops2_i218.txt -- 1 Res//test/elvish_piper.txt -- 1 Res//test/elvish_promenade.txt -- 1 Res//test/emblem_of_the_warmind.txt -- 1 Res//test/enchanted evening.txt -- 1 Res//test/enchantress_s_presence.txt -- 1 Res//test/enervate.txt -- 1 Res//test/erg_raiders_i157.txt -- 1 Res//test/explore.txt -- 1 Res//test/fangren_pathcutter.txt -- 1 Res//test/farhaven_elf.txt -- 1 Res//test/farmstead.txt -- 1 Res//test/fastbond.txt -- 1 Res//test/fastbond2.txt -- 1 Res//test/fault_line.txt -- 1 Res//test/feral_hydra.txt -- 1 Res//test/fieldmist_borderpost.txt -- 1 Res//test/fire_tempest.txt -- 1 Res//test/firebreathing.txt -- 1 Res//test/fists_of_ironwood.txt -- 1 Res//test/flagstones.txt -- 1 Res//test/flame_fusillade_i265.txt -- 1 Res//test/flare.txt -- 1 Res//test/fledgling_imp.txt -- 1 Res//test/fledgling_imp2.txt -- 1 Res//test/fleshformer.txt -- 1 Res//test/flowstone_hellion.txt -- 1 Res//test/flowstone_slide.txt -- 1 Res//test/fog.txt -- 1 Res//test/fog_bank.txt -- 1 Res//test/foratog.txt -- 1 Res//test/force_of_nature.txt -- 1 Res//test/force_of_nature2.txt -- 1 Res//test/force_of_nature3.txt -- 1 Res//test/fountain_of_youth.txt -- 1 Res//test/frogmite.txt -- 1 Res//test/fungus_sliver.txt -- 1 Res//test/gamble.txt -- 1 Res//test/gelatinous_generation.txt -- 1 Res//test/gempalm_avenger.txt -- 1 Res//test/generic/attacks_each_turn.txt -- 1 Res//test/generic/becomes_transform_i559.txt -- 1 Res//test/generic/becomes_transform_i559_2.txt -- 1 Res//test/generic/bushido_1.txt -- 1 Res//test/generic/bushido_2.txt -- 1 Res//test/generic/cycling.txt -- 1 Res//test/generic/cycling2.txt -- 1 Res//test/generic/deathtouch.txt -- 1 Res//test/generic/doesnotuntap.txt -- 1 Res//test/generic/doesnotuntap2.txt -- 1 Res//test/generic/double_strike.txt -- 1 Res//test/generic/equip_landfall_buff.txt -- 1 Res//test/generic/equip_reach.txt -- 1 Res//test/generic/equip_shroud.txt -- 1 Res//test/generic/equip_shroud2.txt -- 1 Res//test/generic/equip_wither.txt -- 1 Res//test/generic/equipment_i252.txt -- 1 Res//test/generic/exalted.txt -- 1 Res//test/generic/exalted_i143.txt -- 1 Res//test/generic/exalted_i310.txt -- 1 Res//test/generic/fear.txt -- 1 Res//test/generic/fear_i147.txt -- 1 Res//test/generic/first_and_double_strike1_i187.txt -- 1 Res//test/generic/first_and_double_strike2_i187.txt -- 1 Res//test/generic/first_strike.txt -- 1 Res//test/generic/first_strike2.txt -- 1 Res//test/generic/first_strike3.txt -- 1 Res//test/generic/flanking.txt -- 1 Res//test/generic/fresh.txt -- 1 Res//test/generic/hybrid_mana.txt -- 1 Res//test/generic/hybrid_mana_2.txt -- 1 Res//test/generic/hybrid_mana_3.txt -- 1 Res//test/generic/indestructible.txt -- 1 Res//test/generic/kicker.txt -- 1 Res//test/generic/kicker2.txt -- 1 Res//test/generic/landwalk.txt -- 1 Res//test/generic/legendary.txt -- 1 Res//test/generic/level_up.txt -- 1 Res//test/generic/level_up2.txt -- 1 Res//test/generic/lifelink.txt -- 1 Res//test/generic/lord_counter.txt -- 1 Res//test/generic/lord_counter_any.txt -- 1 Res//test/generic/m10_blockers.txt -- 1 Res//test/generic/m10_blockers2.txt -- 1 Res//test/generic/must1.txt -- 1 Res//test/generic/must2.txt -- 1 Res//test/generic/nofizzle.txt -- 1 Res//test/generic/oneblocker.txt -- 1 Res//test/generic/persist.txt -- 1 Res//test/generic/persist2.txt -- 1 Res//test/generic/persist3.txt -- 1 Res//test/generic/phases.txt -- 1 Res//test/generic/preventalldamage.txt -- 1 Res//test/generic/rampage.txt -- 1 Res//test/generic/rampage2.txt -- 1 Res//test/generic/rampage3.txt -- 1 Res//test/generic/rampage_vs_first_strike.txt -- 1 Res//test/generic/regenerate.txt -- 1 Res//test/generic/regenerate_wither_i146.txt -- 1 Res//test/generic/sacrifice.txt -- 1 Res//test/generic/summoning_sickness.txt -- 1 Res//test/generic/sunburst.txt -- 1 Res//test/generic/tap_other_card_as_cost.txt -- 1 Res//test/generic/targetController_damage.txt -- 1 Res//test/generic/targetController_life.txt -- 1 Res//test/generic/targetController_life2.txt -- 1 Res//test/generic/thisforeach.txt -- 1 Res//test/generic/tokens.txt -- 1 Res//test/generic/tokens2.txt -- 1 Res//test/generic/trample.txt -- 1 Res//test/generic/trample_vs_indestructible.txt -- 1 Res//test/generic/trample_vs_multiblock.txt -- 1 Res//test/generic/triggers_at_movedto_i179.txt -- 1 Res//test/generic/triggers_attacking.txt -- 1 Res//test/generic/triggers_blocking.txt -- 1 Res//test/generic/triggers_combatdamaged_1.txt -- 1 Res//test/generic/triggers_combatdamaged_2.txt -- 1 Res//test/generic/triggers_drawn.txt -- 1 Res//test/generic/triggers_noncombatdamaged.txt -- 1 Res//test/generic/triggers_untapped.txt -- 1 Res//test/generic/wither.txt -- 1 Res//test/ghost_warden.txt -- 1 Res//test/giant_growth.txt -- 1 Res//test/giant_growth2.txt -- 1 Res//test/glen_elendra_archmage_i222.txt -- 1 Res//test/glimpse_the_unthinkable.txt -- 1 Res//test/gnarled_effigy.txt -- 1 Res//test/gnat_alley_creeper1.txt -- 1 Res//test/gnat_alley_creeper2.txt -- 1 Res//test/goblin_balloon_brigade.txt -- 1 Res//test/goblin_balloon_brigade2.txt -- 1 Res//test/goblin_gardener.txt -- 1 Res//test/goblin_king.txt -- 1 Res//test/goblin_lackey1.txt -- 1 Res//test/goblin_lackey2.txt -- 1 Res//test/goblin_lackey3.txt -- 1 Res//test/goblin_lackey4.txt -- 1 Res//test/goblin_offensive.txt -- 1 Res//test/goblin_razerunners.txt -- 1 Res//test/golgari_germination_i153.txt -- 1 Res//test/gravedigger.txt -- 1 Res//test/gravity_well.txt -- 1 Res//test/gravity_well2.txt -- 1 Res//test/great_defender.txt -- 1 Res//test/hannas_custody.txt -- 1 Res//test/harpoon_sniper.txt -- 1 Res//test/hellfire.txt -- 1 Res//test/helm_of_kaldra1.txt -- 1 Res//test/holy_day_i226.txt -- 1 Res//test/hope_charm_i267.txt -- 1 Res//test/hopping_automaton_i232.txt -- 1 Res//test/horned_helm.txt -- 1 Res//test/howl_from_beyond.txt -- 1 Res//test/howl_of_the_night_pack.txt -- 1 Res//test/hunted_dragon.txt -- 1 Res//test/hunting_pack.txt -- 1 Res//test/hurricane.txt -- 1 Res//test/hyalopterous_lemure.txt -- 1 Res//test/hymn_of_rebirth.txt -- 1 Res//test/hypnotic_specter.txt -- 1 Res//test/icatian_priest.txt -- 1 Res//test/imaginary_pet.txt -- 1 Res//test/immaculate_magistrate.txt -- 1 Res//test/incinerate.txt -- 1 Res//test/instill_energy_i166.txt -- 1 Res//test/iron_will_i270.txt -- 1 Res//test/ivy_elemental.txt -- 1 Res//test/jodahs_avenger.txt -- 1 Res//test/juggernaut.txt -- 1 Res//test/jump.txt -- 1 Res//test/juniper_order_ranger.txt -- 1 Res//test/karns_touch_i233.txt -- 1 Res//test/keldon_warlord.txt -- 1 Res//test/keldon_warlord2.txt -- 1 Res//test/khalni_hydra.txt -- 1 Res//test/kird_ape.txt -- 1 Res//test/kjeldoran_frostbeast1.txt -- 1 Res//test/kjeldoran_frostbeast2_i167.txt -- 1 Res//test/knight_captain_of_eos_i294.txt -- 1 Res//test/knight_captain_of_eos_i294_2.txt -- 1 Res//test/kormus_bell_i301.txt -- 1 Res//test/kraken_eye.txt -- 1 Res//test/kraken_eye2.txt -- 1 Res//test/kraken_eye3.txt -- 1 Res//test/kraken_eye4.txt -- 1 Res//test/krosan_beast.txt -- 1 Res//test/krosan_beast2.txt -- 1 Res//test/kudzu.txt -- 1 Res//test/kudzu2.txt -- 1 Res//test/kudzu_i168.txt -- 1 Res//test/leveler.txt -- 1 Res//test/lhurgoyf.txt -- 1 Res//test/liability.txt -- 1 Res//test/lifeforce.txt -- 1 Res//test/lifetap.txt -- 1 Res//test/lightmine_field1.txt -- 1 Res//test/lightmine_field2.txt -- 1 Res//test/living_artifact_i169.txt -- 1 Res//test/living_lands.txt -- 1 Res//test/lord_of_the_pit.txt -- 1 Res//test/lord_of_the_pit2.txt -- 1 Res//test/magma_spray.txt -- 1 Res//test/martial_coup.txt -- 1 Res//test/martial_coup2.txt -- 1 Res//test/master_decoy.txt -- 1 Res//test/master_of_etherium.txt -- 1 Res//test/masticore.txt -- 1 Res//test/masticore2.txt -- 1 Res//test/maze_of_ith.txt -- 1 Res//test/meekstone.txt -- 1 Res//test/memnarch.txt -- 1 Res//test/memory_erosion.txt -- 1 Res//test/mephidross_vampire.txt -- 1 Res//test/millstone.txt -- 1 Res//test/mirri_the_cursed.txt -- 1 Res//test/mirri_the_cursed2_i284.txt -- 1 Res//test/misc01.txt -- 1 Res//test/moat.txt -- 1 Res//test/mobile_fort.txt -- 1 Res//test/momir/keldon_warlord.txt -- 1 Res//test/momir/overcost.txt -- 1 Res//test/momir/persist_i304.txt -- 1 Res//test/mortuary.txt -- 1 Res//test/nantuko_husk.txt -- 1 Res//test/natural_order.txt -- 1 Res//test/necrogenesis.txt -- 1 Res//test/nightmare.txt -- 1 Res//test/northern_paladin.txt -- 1 Res//test/northern_paladin2.txt -- 1 Res//test/ondu_cleric.txt -- 1 Res//test/orcish_artillery.txt -- 1 Res//test/orcish_lumberjack.txt -- 1 Res//test/overrun.txt -- 1 Res//test/paradise_mantle.txt -- 1 Res//test/paralysis.txt -- 1 Res//test/paralysis2.txt -- 1 Res//test/persuasion.txt -- 1 Res//test/phytohydra.txt -- 1 Res//test/plague_rats.txt -- 1 Res//test/plumes_of_peace_i260.txt -- 1 Res//test/pouncing_jaguar_i425.txt -- 1 Res//test/promise_of_bunrei_i305.txt -- 1 Res//test/prosperity.txt -- 1 Res//test/protomatter_powder.txt -- 1 Res//test/prowess_of_the_fair.txt -- 1 Res//test/prowess_of_the_fair2.txt -- 1 Res//test/prowess_of_the_fair3.txt -- 1 Res//test/pygmy_troll.txt -- 1 Res//test/pyknite_i426.txt -- 1 Res//test/pyroclasm.txt -- 1 Res//test/quilled_sliver.txt -- 1 Res//test/rain_of_filth_i206.txt -- 1 Res//test/rain_of_filth_i283.txt -- 1 Res//test/rampant_growth.txt -- 1 Res//test/rancid_earth_with_threshold.txt -- 1 Res//test/rancid_earth_without_threshold.txt -- 1 Res//test/rancor.txt -- 1 Res//test/ray_of_command.txt -- 1 Res//test/ray_of_command_i176.txt -- 1 Res//test/razor_golem.txt -- 1 Res//test/reclusive_wight.txt -- 1 Res//test/reclusive_wight2.txt -- 1 Res//test/recover.txt -- 1 Res//test/regal_force.txt -- 1 Res//test/reinforcements_1.txt -- 1 Res//test/resounding_roar.txt -- 1 Res//test/resurrection.txt -- 1 Res//test/resuscitate_i210.txt -- 1 Res//test/righteous_cause.txt -- 1 Res//test/river_kelpie2_i335.txt -- 1 Res//test/rockslide_elemental.txt -- 1 Res//test/rootwalla.txt -- 1 Res//test/royal_assassin.txt -- 1 Res//test/sacred_foundry_i275.txt -- 1 Res//test/safe_passage.txt -- 1 Res//test/safehold_duo.txt -- 1 Res//test/samite_healer.txt -- 1 Res//test/scourge_of_kher_ridges.txt -- 1 Res//test/scourge_of_kher_ridges2.txt -- 1 Res//test/scourglass.txt -- 1 Res//test/scouts_warning.txt -- 1 Res//test/scute_mob.txt -- 1 Res//test/sedge_sliver.txt -- 1 Res//test/seedcradle_witch.txt -- 1 Res//test/seismic_assault.txt -- 1 Res//test/seismic_spike_i191.txt -- 1 Res//test/selesnya_guildmage.txt -- 1 Res//test/shard_volley.txt -- 1 Res//test/shepherd_of_rot.txt -- 1 Res//test/shivan_hellkite.txt -- 1 Res//test/shock.txt -- 1 Res//test/shock2.txt -- 1 Res//test/siege_gang_commander.txt -- 1 Res//test/sigil_captain_i467.txt -- 1 Res//test/silver_seraph_i300.txt -- 1 Res//test/simic_initiate.txt -- 1 Res//test/skullcage0_i239.txt -- 1 Res//test/skullcage1_i239.txt -- 1 Res//test/skullcage2_i239.txt -- 1 Res//test/skullcage3_i239.txt -- 1 Res//test/skullcage4_i239.txt -- 1 Res//test/skullcage5_i239.txt -- 1 Res//test/skullcage6_i239.txt -- 1 Res//test/skullcage7_i239.txt -- 1 Res//test/skullclamp.txt -- 1 Res//test/skullclamp2_i439.txt -- 1 Res//test/slate_of_ancestry.txt -- 1 Res//test/sleeper_agent.txt -- 1 Res//test/slith_bloodletter.txt -- 1 Res//test/sneak_attack.txt -- 1 Res//test/soulblast.txt -- 1 Res//test/souls_attendant_i489.txt -- 1 Res//test/spark_elemental.txt -- 1 Res//test/sphinx_summoner.txt -- 1 Res//test/spirit_link.txt -- 1 Res//test/spitting_earth.txt -- 1 Res//test/spoils_of_evil.txt -- 1 Res//test/spore_frog.txt -- 1 Res//test/stasis.txt -- 1 Res//test/steelclad_serpent1.txt -- 1 Res//test/steelclad_serpent2.txt -- 1 Res//test/stillmoon_cavalier.txt -- 1 Res//test/stonebrow2.txt -- 1 Res//test/stonebrow_i159.txt -- 1 Res//test/stronghold_discipline.txt -- 1 Res//test/sword_to_plowshares.txt -- 1 Res//test/sylvan_scrying_i195.txt -- 1 Res//test/symbiotic_wurm.txt -- 1 Res//test/tangle_golem.txt -- 1 Res//test/tanglesap.txt -- 1 Res//test/telekinetic_sliver.txt -- 1 Res//test/terror.txt -- 1 Res//test/terror2.txt -- 1 Res//test/thallid.txt -- 1 Res//test/thellon_of_havenwood.txt -- 1 Res//test/threaten.txt -- 1 Res//test/throne_of_bone.txt -- 1 Res//test/thunder-thrash_elder.txt -- 1 Res//test/titanic_ultimatum.txt -- 1 Res//test/tolsimir_wolfblood.txt -- 1 Res//test/torture.txt -- 1 Res//test/tranquil_domain.txt -- 1 Res//test/twinstrike.txt -- 1 Res//test/twinstrike2.txt -- 1 Res//test/twinstrike3.txt -- 1 Res//test/twitch.txt -- 1 Res//test/uncle_istvan.txt -- 1 Res//test/undermine_i408.txt -- 1 Res//test/underworld_dreams.txt -- 1 Res//test/unearth1.txt -- 1 Res//test/unearth2.txt -- 1 Res//test/unearth3.txt -- 1 Res//test/unstable_mutation.txt -- 1 Res//test/unstable_mutation2.txt -- 1 Res//test/unwilling_recruit.txt -- 1 Res//test/urzas_lands.txt -- 1 Res//test/urzas_lands2.txt -- 1 Res//test/urzas_mine_i287.txt -- 1 Res//test/vampire_bats.txt -- 1 Res//test/vampiric_link.txt -- 1 Res//test/vine_dryad.txt -- 1 Res//test/volcanic_eruption.txt -- 1 Res//test/walking_wall.txt -- 1 Res//test/wall_of_diffusion.txt -- 1 Res//test/wall_of_diffusion2.txt -- 1 Res//test/warren_instigator.txt -- 1 Res//test/welkin_hawk.txt -- 1 Res//test/whispers_of_the_muse.txt -- 1 Res//test/white_knight1.txt -- 1 Res//test/windswept_heath.txt -- 1 Res//test/wrath_of_god.txt -- 1 Res//test/wrath_of_god2.txt -- 1 Res//test/wreak_havoc.txt -- 1 Res//test/zombie_master.txt -- 1 Res//test/zombify.txt -- 1 Res/22222220.jpg -- 1 Res/42187t.jpg -- 1 Res/4514111t.jpg -- 1 Res/4838511t.jpg -- 1 Res/4838512t.jpg -- 1 Res/51613t.jpg -- 1 Res/89069t.jpg -- 1 Res/Advisor.wav -- 1 Res/Ally.wav -- 1 Res/Angel Token.jpg -- 1 Res/Angel.wav -- 1 Res/Ape.wav -- 1 Res/Archer.wav -- 1 Res/Assassin.wav -- 1 Res/Atog.wav -- 1 Res/Aura.wav -- 1 Res/Barbarian.wav -- 1 Res/Basic.wav -- 1 Res/Bat.wav -- 1 Res/Bear.jpg -- 1 Res/Beast Token.jpg -- 1 Res/Berserker.wav -- 1 Res/Bird.wav -- 1 Res/Centaur.wav -- 1 Res/Cleric.wav -- 1 Res/Cockatrice.wav -- 1 Res/Construct.wav -- 1 Res/Crocodile.wav -- 1 Res/Cyclops.wav -- 1 Res/Dauthi.wav -- 1 Res/Demon.wav -- 1 Res/Dragon.jpg -- 1 Res/Drake.wav -- 1 Res/Druid.wav -- 1 Res/Dryad.wav -- 1 Res/Dwarf.wav -- 1 Res/Efreet.wav -- 1 Res/Elemental.wav -- 1 Res/Elephant.wav -- 1 Res/Elf.wav -- 1 Res/Elk.wav -- 1 Res/Equipment.wav -- 1 Res/Forest.wav -- 1 Res/Frog.wav -- 1 Res/Fungus.wav -- 1 Res/Giant.wav -- 1 Res/Gnome.wav -- 1 Res/Golem.wav -- 1 Res/Horror.wav -- 1 Res/Horse.wav -- 1 Res/Hydra.wav -- 1 Res/Illusion.wav -- 1 Res/Insect Token.jpg -- 1 Res/Insect.jpg -- 1 Res/Insect.wav -- 1 Res/Island.wav -- 1 Res/Juggernaut.wav -- 1 Res/Kithkin.wav -- 1 Res/Kobold.wav -- 1 Res/Kor.wav -- 1 Res/Kraken.wav -- 1 Res/Lair.wav -- 1 Res/Land.wav -- 1 Res/Leech.wav -- 1 Res/Legendary.wav -- 1 Res/Leviathan.wav -- 1 Res/Lhurgoyf.wav -- 1 Res/Lizard.wav -- 1 Res/Masticore.wav -- 1 Res/Mercenary.wav -- 1 Res/Merfolk.wav -- 1 Res/Metathran.wav -- 1 Res/Minion.wav -- 1 Res/Minotaur.wav -- 1 Res/Monk.wav -- 1 Res/Mountain.wav -- 1 Res/Mutant.wav -- 1 Res/Myr.wav -- 1 Res/Nightmare.wav -- 1 Res/Nothing.wav -- 1 Res/Ogre.wav -- 1 Res/Ooze.wav -- 1 Res/Orc.wav -- 1 Res/Orgg.wav -- 1 Res/Ouphe.wav -- 1 Res/Pirate.wav -- 1 Res/Plains.wav -- 1 Res/Plant.wav -- 1 Res/Rat.wav -- 1 Res/Rebel.wav -- 1 Res/Res/ai/baka/deck107.txt -- 1 Res/Rhino.wav -- 1 Res/Rogue.wav -- 1 Res/Samurai.wav -- 1 Res/Saproling.jpg -- 1 Res/Saproling.wav -- 1 Res/Scarecrow.wav -- 1 Res/Scout.wav -- 1 Res/Serpent.wav -- 1 Res/Shade.wav -- 1 Res/Shaman.wav -- 1 Res/Shapeshifter.wav -- 1 Res/Siren.wav -- 1 Res/Skeleton.wav -- 1 Res/Slith.wav -- 1 Res/Sliver.wav -- 1 Res/Snake.wav -- 1 Res/Snow.wav -- 1 Res/Soldier.wav -- 1 Res/Specter.wav -- 1 Res/Sphinx.wav -- 1 Res/Spider.wav -- 1 Res/Spirit.wav -- 1 Res/Swamp.wav -- 1 Res/Thopter.wav -- 1 Res/Treefolk.wav -- 1 Res/Vedalken.wav -- 1 Res/Viashino.wav -- 1 Res/Wall.wav -- 1 Res/Warrior.wav -- 1 Res/Wizard.wav -- 1 Res/Wolf.wav -- 1 Res/Wraith.wav -- 1 Res/affinitygreencreatures.wav -- 1 Res/ai/baka/avatars/baka.jpg -- 521 Res/ai/baka/deck1.txt -- 2 Res/ai/baka/deck10.txt -- 2 Res/ai/baka/deck100.txt -- 2 Res/ai/baka/deck101.txt -- 2 Res/ai/baka/deck102.txt -- 2 Res/ai/baka/deck103.txt -- 2 Res/ai/baka/deck104.txt -- 2 Res/ai/baka/deck105.txt -- 2 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Shrine/sound/sfx/lifelink.wav -- 1 Res/themes/White Shrine/sound/sfx/mana.wav -- 1 Res/themes/White Shrine/sound/sfx/mustattack.wav -- 1 Res/themes/White Shrine/sound/sfx/nofizzle.wav -- 1 Res/themes/White Shrine/sound/sfx/persist.wav -- 1 Res/themes/White Shrine/sound/sfx/protection from black.wav -- 1 Res/themes/White Shrine/sound/sfx/protection from blue.wav -- 1 Res/themes/White Shrine/sound/sfx/protection from white.wav -- 1 Res/themes/White Shrine/sound/sfx/reach.wav -- 1 Res/themes/White Shrine/sound/sfx/reachshadow.wav -- 1 Res/themes/White Shrine/sound/sfx/shadow.wav -- 1 Res/themes/White Shrine/sound/sfx/storm.wav -- 1 Res/themes/White Shrine/sound/sfx/swampwalk.wav -- 1 Res/themes/White Shrine/sound/sfx/trample.wav -- 1 Res/themes/White Shrine/sound/sfx/vigor.wav -- 1 Res/themes/White Shrine/sound/sfx/wither.wav -- 1 Res/themes/White Shrine/spade_ul.png -- 1 Res/themes/White Shrine/spade_ur.png -- 1 Res/themes/White Shrine/splash.jpg -- 1 Res/themes/White Shrine/stars.psi -- 1 Res/themes/White Shrine/style.txt -- 1 Res/themes/White Shrine/wallpapers/final_saga2.jpg -- 1 Res/themes/White Shrine/white_thumb.jpg -- 1 Res/themes/White Shrine/wood.png -- 1 Res/thumbnails/ -- 1 Res/thumbnails/.jpg -- 1 Res/thumbnails/194078.jpg -- 1 Res/thumbnails/208249.jpg -- 1 Res/thumbnails/209000.jpg -- 1 Res/thumbnails/22222220.jpg -- 1 Res/thumbnails/42187t.jpg -- 1 Res/thumbnails/4514111t.jpg -- 1 Res/thumbnails/4838511t.jpg -- 1 Res/thumbnails/4838512t.jpg -- 1 Res/thumbnails/51613t.jpg -- 1 Res/thumbnails/89069t.jpg -- 1 Res/thumbnails/Angel Token.jpg -- 1 Res/thumbnails/Auriok Sunchaser.jpg -- 1 Res/thumbnails/Bear.jpg -- 1 Res/thumbnails/Beast Token.jpg -- 1 Res/thumbnails/Darksteel Myr.jpg -- 1 Res/thumbnails/Dragon.jpg -- 1 Res/thumbnails/Insect Token.jpg -- 1 Res/thumbnails/Insect.jpg -- 1 Res/thumbnails/Memnite.jpg -- 1 Res/thumbnails/Saproling.jpg -- 1 Res/trample.wav -- 1 Res/vigor.wav -- 1 Res/wagic_res/graphics/simon.dat -- 1 Res/wither.wav -- 1 Rhino.wav -- 1 Rogue.wav -- 1 Samurai.wav -- 1 Saproling.jpg -- 1 Saproling.wav -- 1 Scarecrow.wav -- 1 Scout.wav -- 1 Serpent.wav -- 1 Shade.wav -- 1 Shaman.wav -- 1 Shapeshifter.wav -- 1 Siren.wav -- 1 Skeleton.wav -- 1 Slith.wav -- 1 Sliver.wav -- 1 Snake.wav -- 1 Snow.wav -- 1 Soldier.wav -- 1 Specter.wav -- 1 Sphinx.wav -- 1 Spider.wav -- 1 Spirit.wav -- 1 Swamp.wav -- 1 Thopter.wav -- 1 Treefolk.wav -- 1 Vedalken.wav -- 1 Viashino.wav -- 1 Wall.wav -- 1 Warrior.wav -- 1 Wizard.wav -- 1 Wolf.wav -- 1 Wraith.wav -- 1 affinitygreencreatures.wav -- 1 defender.wav -- 1 fear.wav -- 1 first strike.wav -- 1 flash.wav -- 1 forestwalk.wav -- 1 graphics/splash.jpg -- 1 haste.wav -- 1 lifelink.wav -- 1 ms0:/PSP/wagic_res/graphics/simon.dat -- 1 ms0:/wagic_res/graphics/simon.dat -- 1 mustattack.wav -- 1 nofizzle.wav -- 1 persist.wav -- 1 protection from black.wav -- 1 protection from blue.wav -- 1 protection from white.wav -- 1 reach.wav -- 1 reachshadow.wav -- 1 shadow.wav -- 1 storm.wav -- 1 swampwalk.wav -- 1 testsuite.txt -- 1 thumbnails/ -- 1 thumbnails/.jpg -- 1 thumbnails/194078.jpg -- 1 thumbnails/208249.jpg -- 1 thumbnails/209000.jpg -- 1 thumbnails/22222220.jpg -- 1 thumbnails/42187t.jpg -- 1 thumbnails/4514111t.jpg -- 1 thumbnails/4838511t.jpg -- 1 thumbnails/4838512t.jpg -- 1 thumbnails/51613t.jpg -- 1 thumbnails/89069t.jpg -- 1 thumbnails/Angel Token.jpg -- 1 thumbnails/Auriok Sunchaser.jpg -- 1 thumbnails/Bear.jpg -- 1 thumbnails/Beast Token.jpg -- 1 thumbnails/Darksteel Myr.jpg -- 1 thumbnails/Dragon.jpg -- 1 thumbnails/Insect Token.jpg -- 1 thumbnails/Insect.jpg -- 1 thumbnails/Memnite.jpg -- 1 thumbnails/Saproling.jpg -- 1 trample.wav -- 1 vigor.wav -- 1 wagic_res/graphics/simon.dat -- 1 wither.wav -- 1 End File Usage Statistics ------------------- |
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f2f9ae3168 | Renamed ensureOpponentMenu() => ConstructOpponentMenu() for clarity. | ||
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bcca766cb6 |
Premade decks will not create/update stats on battles.
Update description for default premade deck to allow proper wrapping of text. Issue: 540 |
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68a7d418e9 |
Hiding "New Deck" option when "Create a Deck!" option is showing.
it was redundent. |
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65e38b0694 | Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context. | ||
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0c9f5cd558 |
moved word wrap function from Vertical Scroller into utils.
moved MTG specific functions out of utils.cpp into AllAbilities added word wrapping to descriptions while viewing deck information. |
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9932e81be1 | whoops was double vectoring causing names to desync, sorry! this should fix it :) | ||
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29fc58388d |
Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks"
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow. the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then what was in previous rev, create 20 mana and crash. if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back. both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats" optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added. tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main. please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff. |
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52fce24bf8 |
Erwan
- Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts. |
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e39c94756b |
added border to extra details popup as per design at
http://wololo.net/forum/viewtopic.php?f=37&t=2380 and http://wololo.net/forum/viewtopic.php?f=37&t=2382 |
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e0da1b2565 | added override to enable details view for Player deck selection screen. | ||
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f684795810 |
refactored menu classes
fixed some layout issues with detailed info popup changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games. |
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2a8f8074e6 |
New descriptive text popup feature for deck selection
http://wololo.net/forum/viewtopic.php?f=13&t=2423 |
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acd7bb1aa4 |
reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10 |
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d668fbb45c |
- unix endings for GameStateDeckViewer.h
- fix for issue 509 (font color was incorrect at end of some tests) - Fixed Dregscape Zombie (fix for test unearth3.txt) |
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eff32303c7 |
changed the MENU_FONT size to 1.0f until mike can find a nicer solution to the menu text font size issues. THIS WASNT A PROBELM UNTIL THE FONT WAS CHANGED!!!!! find out what this font is missing that the other font had!!!
previous font was able to correctly display deck menus names that were MUCH larger in sie then the new font. |
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2c3e1b551b |
1) When "Cancel" from the 2nd deck selection was introduced, proper clean up was not implemented of the player information.
It was only handled at the end of the game or when somebody quit in the middle of a game.
Nothing was done if somebody wanted to choose a differnet Player deck.
2) making clean up of objects a little more explicit in the mtggamezone and GameStateDuel objects
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164f2c5205 | modified font size so deck name fits on screen when selecting deck for game play. | ||
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2d31cbdaf5 | Some tweaks to the fonts in the game deck selection screen - the 'wagic' green cursive font was a bit of an eyesore, and wasn't consistent color-wise with the other main font used for the stats & description. | ||
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5d907f5abe |
Erwan
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res". This addresses issue 428 . This could also help us in the future, to develop mods. |
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3c19533a4c | Added the notion of a 'cancel' button, and unified all the 'cancel' menu IDs to be kCancelMenuID (ie -1). I've slaved the Menu button (ie Esc on win, 'Start' button on PSP) to this - the idea being, if you hit the Menu button to bring up a menu, hitting it again will dismiss it without doing anything, which is pretty standard behavior for most console/computer games. | ||
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4a3d7faf0a |
added Reward and Expiration to task list
moved text scroller into DeckMenu class since it is specific to DeckMenu and not GameStateDuel added new util function "wordWrap" |
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f472c48a8a |
fixed avatar image issue when selecting ai decks outside of the default 100 ai decks.
installed a horizontal text scroller for the deck selection screens in normal play TODO:-> Need to make it smoother transition. It currently just replaces the text with the new text. |
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6c1497bbd5 |
Revamped Deck Selection Screen using abrasax's design as a template.
TODO:
change literals to use constants,
refactor the rendering code for the menu to have be leaner.
add text scroller to list all the tasks.
* 1st implementation will list all the tasks.dat
* 2nd round will try to get the scroller to only display relevant tasks to ai
Special thanks to wololo and MootPoint for helping me hammer this out. To abrasax, for the initial design of the layout.
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ab37002fd7 |
modified text for "Save as AI deck" option
added descriptions for editor menu items code clean up. |
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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 |
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5aa3dc6fd3 |
Refactoring of some of the font management in WResourceManager. This change looks bigger than it actually is - most of the touched files are simply renaming of some font enums that I moved out of MTGDefinitions into the resource manager header files. The main points of this change: collapsing the font containers into a single map, eliminating duplicated functions, and migrating the font building logic into the resource manager class. GameApp doesn't need to know anything about the fonts it uses, and likewise, font users don't need to know what the name of their chosen font is, just the FONT_TYPE enum.
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) ) |
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da4ab477ae |
The Test Suite was incorrectly updating and writing player save data.
( ie task list was being updated, set information being evaluated, etc ) put a guard around the endgame stat update process to only update when non-testsuite games are played. Issue: 488 |
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5005f69a69 | added current AI deck name to "start" menu while dueling | ||
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33e45c9635 | More incremental work of converting code to use DebugTrace(). | ||
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d8122e441e | Tweaked translation codes for deck and opponents choosing menus. |