* 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.
- 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"
- 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...
Test suite passed with exception of Hymn of rebirth ?? also at least dingus egg is also OK.
Ideally the whenever thing should be coupled with a kind of targetchooser thing to be put in the parser (would also allow colored cards...) ..
Todo: add a may ability option since lot of cards with this function use "may" (e.g. Deathgreeter - ALA and Leonin Elder - MRD)
I did not remove the now obsolete code dingus egg and ankh of mishra...will wait until new portion of code is tested more..
Grü
- Replaced the BasicAbilities Array with a map. This reduces the size of MTGCard from >500 bytes to 392. Should be cool for people who have memory issues
PLEASE REVIEW this one.
I removed all unusued portion of code, some other cleaning work could be performed (will discuss in forum).
Also just added "@each" as triggered ability in order to have it work properly with most cards "currentplayer" should be added to the TargetChooser.
- Magic 2010: Combat Damages don't go on the stack anymore
- Comp rules: "goes to graveyard" effects don't go on the stack anymore
- Regenerate "fixed" (untested)
- Basic "ReplacementEffect" mechanism for damage prevention. Can be extended to other replacement effects with some limits.
- TODO: Damages don't go on the stack, the abilities that create them do.
Few comments:
I spent quite some time to make it work... made some test all working but experienced some random crash in windows version (debugging did not help much) don't know if i broke something or if it is due to other SVN addition.
Some other cards are similar and could be hardcoded/aliased (Overtake - MRQ, Ray of Command - ICE,MIR, Slave of Bolas - ARB, Spinal Embrace INV, Unwilling Recruit EVE) we could discuss about them...
I think it is the last card that was missing for the red premade 10E deck. Now 10E has 255 cards and is the set with the most cards...
Grü.
L.
Added Graveborn Muse (just missing one muse now, too complicated for me).
Added Beacon of destruction,unrest and immortality.
Added Traumatize
Added Verdant Force
All tested (except beacon of unrest) and working.
Added "untap all" to the parser (not tested but should work since it is the same as tap all)
Modified "cantbeblockedby" also still don't function properly, atm it cause the creature to be "unblockable"... Should work, I don't get it !!! (Why ???)
Also added Seedborn Muse (like all the Muse a very Powerfull card), especially as combo with cards that "DOESNOTUNTAP" during your untap phase...
Added ability DOESNOTUNTAP , see _cards.dat from 10E (Colossus of sardia, dehydratation). Test suite OK. The ability does not work with enchant creature (as for protection from...) So Dehydratation is hardcoded (can be aliased if necessary) Small bug with dehydratation, will untap creature when cast... WHY ? Any Idea/Solution welcome...