Commit Graph

85 Commits

Author SHA1 Message Date
zethfoxster
eea240d7f2 changing some of the logic to the previous fixes, we want to avoid using code that looks for specific card names.
currently we have kamiflip as the only defined flip type as it is treated differently from the others. 
but we have room for more if needed now
doublefaced=kamiflip
sets the flip type of a card to the kamiflip style cards. since this is defined on cardprimitive level now, we might be able to do something different from the flipping animation. who knows.

commented out the forcing token triggers, it bypass targetchooser check. still working on a fix for this coming soon.
2016-07-27 20:03:25 -04:00
Anthony Calosa
ae33977e10 Add Snapcaster Mage Ability
tempflashback - flashback using manacost
2016-07-26 09:56:13 +08:00
Anthony Calosa
fe577d9dd0 fix flying and multiple moat in play
putrid imp that gains temporary flying cant attack if the opponent has
multiple moat in play, this should fix it.
2016-07-23 09:45:12 +08:00
Anthony Calosa
935849142c replaced alias with shackler 2016-07-06 06:37:27 +08:00
Anthony Calosa
d4cc7ca232 removed alias that display chosen color 2016-07-06 06:21:45 +08:00
Anthony Calosa
51d06d8234 removed alias for overload 2016-07-06 05:23:25 +08:00
zethfoxster
f76c28fa64 convoke
other={convoke} name(Convoke)
delve
other={delve}
they might be able to be added directly to the real manacost.

added an ability that grants an ability while the source remains tapped
grant ability grantend...

added dethrone
abilities=dethrone

added support of multitargeting to extra cost, it acts the same as normal multitargeting, repeats dopay() the effects for each.
2016-07-01 21:29:51 -04:00
zethfoxster
6ee00c138c Pretty huge patch here(sorry old habits never die :( )
lots of changes, many bug fixes,
first
added auto=count(targetchooser)
and countedamount wparsed int
they work together for cards where it is difficult to get working without knowing in advance how many we had ie: exile blah creatures, for each creature you exiled do effect.
auto=count(creature|mybattlefield)
auto=moveto(exile)
auto=draw:countedamount
it takes into account token creatures, which our old methods did not.

second, added "freeze" which is a "frozen" that automatically taps your target for you, for use when nesting or whenever needed where it was difficult to nest the ability with tap included.

added devotion for "iroas"

added reveal:x and scry x
reveal contains optionone/optiononeend ; optiontwo/optiontwoend ; repeat; afterrevealed/afterrevealed end.

this ability has heavy use of targetListIsSet(<amount>) and upto:amount, you MUST be certain that all cards being revealed have an action that removes them from reveal either in the first, second, or 3rd ability.
there are over 300 examples in the new card code, the ability is VERY easy to understand.

scry contains automatic put on top, put on bottom, then scrycore/scrycoreend which is an ability to fire.
it also contains keywords, dontshow which is nested in scrycore, scry reveals, puts on top or bottom, then reveal AGAIN, and does an effect, dontshow eliminates the 2nd revealing.
is also contains "delayed" keyword, which delays the ability until AFTER the core fires.

added bestow. update rules mtg.txt!!!!
examples are in primitives, every bestow card was supported.

added a new lord based on varibles and restrictions
while(restriction{morbid})
while(varible:blah)
this simplifies and expands on this(, allowing you to even use while(cantarget together and check if a card is targetable by the variable. examples are in primitives

added token(by card name)
auto=token(Eldrazi Scion) 
will search primitives and card dats for this card and give it to you as a token.
valid card dat info is still required.

added variable delirium
added restriction madnessplayed to allow checking if the card was played with madness.

added restriction "geared" for checking if a card has equipment on it.

added abilities words
skulk

menace <--cant be blocked except by 2 or more, if you dont block it with 2 or more we automatically unassign the single blocker and the creature is considered not blocked.

nosolo <--cant attack alone

mustblock <---if you dont assign as a blocker, we assign automatically the first thing it can block legally.

changed iscolorless back to "colorless"

enjoy, cards coming soon, theyre coded but im debating on not alpha sorting, cards being added this patch 965 uniques.

there is a section of the commit which was just VS2016 normalizing line ends, sorry if it makes it a cluster mess.
2016-06-28 18:40:55 -04:00
Anthony Calosa
dbf78e2bae Split Cant pay life and Cant sacrifice 2016-06-14 10:06:37 +08:00
Anthony Calosa
9ac1540cdc Corrections 2016-06-13 15:27:33 +08:00
Anthony Calosa
40bb9e2c37 Combat Toughness
Assign combat damage equal to its tougness...
Doran, the Siege Tower
2016-06-10 07:05:29 +08:00
Anthony Calosa
aabb905313 Cant life change 2016-06-02 09:10:30 +08:00
zethfoxster
1369a08863 added abilities= keyword "devoid"
abilities=haste,flying,devoid
would make a flying haste colorless creature.
2016-06-01 18:47:19 -04:00
zethfoxster
7639e18c39 whoops heres the other half. tested with following arbor elf test card
[card]
name=Arbor Elf
auto={0}:add{1}
auto={0}:add{r}
auto={0}:name(waste) add{waste}
auto={waste}:life:1
auto={3}:damage:1
auto={1}{waste}:moveto(mybattlefield) target(<2>*|mylibrary)
text={T}: Untap target Forest.
mana={0}
type=Creature
subtype=Elf Druid
power=12
toughness=12
[/card]
2016-05-30 17:46:51 -04:00
Anthony Calosa
cd1b629191 Fix Segmentation Fault & Formatting 2015-11-10 11:58:36 +08:00
Anthony Calosa
1c8852a7a2 Manacost Changes
todo: kicker (other possible additional costs?) and change rule keyword
to payzerorule...
2015-11-05 23:25:39 +08:00
Anthony Calosa
4f54e30e0e Libraryeater and Canplayfromexile
extend canplayfromgraveyard with canplayfromexile
libraryeater for undead alchemist
2015-11-05 07:16:49 +08:00
Anthony Calosa
60ba4e3eeb altercost should affect retrace, flashback, buyback costs 2015-11-04 06:41:59 +08:00
Anthony Calosa
8793feb9ba Altercost
Altercost alter cards to be cast...
Removed Trinisphere temporarily...
2015-10-30 07:11:16 +08:00
Anthony Calosa
40db1180df pay zero
todo: all zones
2015-10-29 06:38:59 +08:00
Anthony Calosa
0d8b2f4a01 persist/undying fix
persist/undying wont trigger when there is a replacement effect for
cards that goes to graveyard like leyline of the void. support  for
anafenza the foremost.
2015-10-19 19:43:07 +08:00
Anthony Calosa
1ad1bf7942 protection from colored spells 2015-10-18 00:20:32 +08:00
Anthony Calosa
021343ca02 fix for recover cards, preliminary support for madness 2015-09-28 21:27:27 +08:00
Anthony Calosa
4b9f94c9ae added auraward, added event for unattach, added statebased check for protection from quality
auraward -> an exception for protection from quality used for aura, like
flickering ward
added event for unattach
added state based check for protection from quality.
702.16c A permanent or player with protection can’t be enchanted by
Auras that have the stated
quality. Such Auras attached to the permanent or player with protection
will be put into their
owners’ graveyards as a state-based action.

702.16d A permanent with protection can’t be equipped by Equipment that
have the stated quality
or fortified by Fortifications that have the stated quality. Such
Equipment or Fortifications
become unattached from that permanent as a state-based action, but
remain on the battlefield.
2015-09-22 17:11:40 +08:00
Anthony Calosa
28f758e421 Removed Workarounds, Added support for Can't Gain life...
spellmastery - can play as though had flash used in conjunction for
alternative cost.
nolifegain, nolifegainopponent - cannot gain life.
2015-09-21 15:22:28 +08:00
Anthony Calosa
0e90426cff Support for Silumgar Assassin, Minor PT color and Token, Clone Indicators
When a creature is damaged and has critical life, PT turns to
red(critical life is 2 and below), if a card has a powered down status
like from -1/-1 counter, the PT turns to thistle, if powered up above 4,
the PT turns into yellow, default is white. legendary eldrazi pt is
violet. Token Indicator is T, and C for cards with copy abilities(so we
can differentiate them from originals), TC for both token and copy cat
cards.
2015-09-20 13:19:03 +08:00
Anthony Calosa
ef707e6d5d added basic offering support
usage tap lands to produce mana then sacrifice an offering... example
you have Guttersnipe in play, it has a mana cost of {2}{R}, and you have
Patron of the Akki in hand that costs {4}{R}{R}. You need to produce
{2}{R} mana first before casting Patron of the Akki, then choose
Guttersnipe as an offering.
2015-09-08 12:26:03 +08:00
Anthony Calosa
11a9766ba0 adds support for darksteel colossus, gravebane zombie 2015-09-04 16:47:11 +08:00
Anthony Calosa
5175f439a0 add support for yawgmoth's agenda and other similar cards 2015-09-04 12:05:19 +08:00
Anthony Calosa
176b74489e added parallel lives
support token doubler... :)
2015-08-23 21:56:23 +08:00
Dmitry Panin
ae927576c5 Draft of new feature: canplayfromgraveyard
this will allow playing cards from graveyard
examples: tbd
2013-12-02 04:20:04 +04:00
Tobias Loose
9ee44ca091 Substitute more char arrays with strings 2013-11-29 11:51:22 +01:00
omegablast2002@yahoo.com
3c15357c38 added poolsave(COLOR) its an ability that works only on permanents in play.
opponentpoolsave(
mypoolsave(
ex:Upwelling


added a tag for mana, doesntempty
add{g}{g}{g} doesntempty
what this does is make THAT mana remain in the pool until end of turn.
ex:
Sakura-Tribe Springcaller
2013-02-09 06:48:16 +00:00
anthonycalosa@gmail.com
510a8c4222 added nolegend ability. this doesn't remove legend rule, it only makes a card thas has nolegend ability excluded from check. 2013-01-07 06:46:56 +00:00
omegablast2002@yahoo.com
972e2b1ec2 added abilities=lure
"all creatures able to block blah must do so."
2013-01-05 05:01:31 +00:00
omegablast2002@yahoo.com
0dbcd86b89 this commit adds AVRs new ability soulbond.
it requires an update to your mtg rules txt...
the coding is as follows

[card]
name=Arbor Elf
mana={g}
auto=soulbond 1/3
auto=soulbond {t}:add{g}
abilities=soulbond
type=Creature
subtype=Elf Druid
power=1
toughness=1
[/card]

auto=soulbond *any ability supported by wagic*
abilities=soulbond

the above arbor elf gives itself and its soulbond creature a 1/3 bonus and the ability to tap for green mana.
2012-07-16 14:59:46 +00:00
omegablast2002@yahoo.com
30b379e1da fixed Issue 819, changed the parsing of and(()) to and!()!, i no longer share the storedstring of transformer, so you can ability$!transforms(( now.... 2012-03-26 13:51:44 +00:00
omegablast2002@yahoo.com
0210ecf28c ok this is the last commit but i had massive issues after chopping it all up, hopefully it doesn't hilight everything that was already commited...if it does i apologize my own patch started giving me conflicts....
im like 7 tries into commiting this part....
2012-03-13 17:54:24 +00:00
omegablast2002@yahoo.com
a248cb7423 added abilities=poisonshroud
"you can not get poison counters"
2012-01-31 19:41:43 +00:00
omegablast2002@yahoo.com
fbebcd681e added a new aihint #HINT:dontattackwith(targetchooser)
which tells the ai not to use the targetible cards as attackers, this can be card names, and CD modes.

modified the way ai handles multikicker. it will not be casting 1/1 joragas anymore :D

made WParsedInt ignore "+" signs....

added a new affinity ability...autohand=affinity(creature[vampire]|mygraveyard) ....
this is essentially affinity for creatures in your grave.

added supkeyword to clone clone addtype(zombie)....it adds the type listed to the cards types on clone...

reparse PT bonus on resolve.

reworked bushido, it should now work correctly...aside from that it now excepts word variables...fumiko is now bushido(type:creature[attacking]:battlefield/type:creature[attacking]:battlefield)

added a keyword to access acontrolsteal..the keyword is "steal"
auto=ueot steal target(creature) 

reworked persist to handle undying..added the new counter handling rules intruduced by wotc in ISD


added a vector cardsAbilities to mtgcardinstance...this keeps the abilities added to the game for a card to use stored where we can easly alter or remove them.

added an automatic increase to geteff return if the ability is a putinplay ability.

finished coding support for flip and double sided cards, though viewing the "other side" is still not possible yet.
the ability follows the mtg rules.
the ability syntax is flip(card name)...a card can flip into any other card by name...even flip into itself.

added a "canPay() call for Ninja cost...to prevent it from coming up in a menu unless you're in blockers....

added 3 new restriction types that work very similar to type(
thisturn(tc)~morethan~2
lastturn(tc)~lessthan~thisturn(tc)
compare(wordvarible)~equalto~compare(wordvarible)

these are pretty self explanitory.

moved "&&" ability parsing below "this(" allowing "this(" to grant abilities now which contain &&...enclave egologist bug is fixed by this.

fixed an issue with combatspirit link for some reason the way i was doing the bool was not always working.

took care of the todo for AProtectionFrom...you can now give a protection from(blah) in a instant or ueot ability.

added altho very limited right now a "targetedplayer" tc word. i hope to increase this with time.

as always my sidekick doc already has some cards coded for this and test will follow the addition of the cards.
2012-01-31 14:07:40 +00:00
techdragon.nguyen@gmail.com
00fbbae668 reverted change for r4189, as it broke functionality in codebase 2012-01-13 08:34:53 +00:00
omegablast2002@yahoo.com
993612eee2 added hexproof abilities= word to point to opponentshroud, both words are now usable. 2012-01-12 14:52:00 +00:00
wagic.the.homebrew
6825082d6d - Add a simple macro system for auto lines (the goal is to help mostly with repetitive card auto lines such as the ones we have in MotD mod) Check the MotD mod for examples.
-- I added an AbilityParser.cpp file, mid term goal is to move AbilityFactory there, so that MTGAbility.cpp becomes a bit less big.
-- I tried to add the file reference in Makefiles, but only tested windows compilation so far
- Fixed bugs related to "castRestriction" variables in MTGAbility. these variables were declared in both the parent and children classes, leading to bugs and duplicate code/content

The test suite passes
2011-10-15 16:19:29 +00:00
rodrigodemoura@gmail.com
e6b199f599 Modifications to make the game more generic.
Included in a new modrules.xml tags.
 <cardgui>
   <background> Stores information concerning the colors </ background>
   <renderbig> Stores information to draw the card </ renderbig>
  <rendertinycrop> Stores information to draw the card </ rendertinycrop>
 </ cardgui>

 Change the variables array for vectors
2011-10-13 12:25:58 +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
dbc5376135 added "abilities=canattack"
Warmonger's Chariot
6/15/2010: The second ability doesn't cause the equipped creature to lose defender. It just lets it attack.
2011-03-31 16:39:28 +00:00
wagic.the.homebrew@gmail.com
6b89899d1b Erwan
- deprecated the following keywords (see list below for new usage)
-- cantcreaturecast => auto=maxCast(creature)0
-- cantspellcast => auto=maxCast(*)0
-- onlyonecast => auto=maxCast(*)1 
-- bothcantcast => auto=maxCast(*)0 auto=maxCast(*)0 opponent
-- bothnocreature => auto=maxCast(creature)0 auto=maxCast(creature)0 opponent
-- oneboth => auto=maxCast(*)1 auto=maxCast(*)1 opponent

Strangely enough, I couldn't find most of these keywords in mtg.txt?

I also removed variables such as "spellCastedThisTurn" and stuff like that... now if you want to know how many spells were cast in one turn by a given player, use player->game->stack->seenThisTurn("*").
seenThisTurn can take a string representing a TargetChooser, or better, a TargetChooser.

I can't guarantee I didn't break anything, but the test suite passes and the AI seems to run ok
2011-02-13 11:23:51 +00:00
omegablast2002@yahoo.com
37adf143c8 added abilities=split second 2011-02-03 00:04:11 +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
7e55039b0a * added hashmap for all basic abilities.
* created three new utility functions that return a vector of matching abilities, colors and types
* migrated all activated ability impl into AllAbilities.cpp.  Perhaps we could break AllAbilities up into separate impl files for manageability?
    One for Activated abilities, another for triggers,etc
2010-11-20 19:41:26 +00:00