randomCommanderFromFile.txt
The randomcommander from file feature allows players to load a commander deck from a predefined list stored in an external file. Here’s how it works:
File Loading: The game attempts to open a file named commander.txt located in the User/commander/ directory. This file contains a list of possible commander IDs or names.
Default Handling: If the file doesn't exist or is empty, the game creates the file and writes a default commander ID (670972) to it. The file is then re-opened for further processing.
Commander ID Extraction: The game reads each line in the file, ignoring comments (lines starting with #). It validates whether the line is a numeric commander ID. If not, the game tries to convert it from a card name to an ID using function getMTGId().
Filtering and Validation: The game then filters out invalid IDs (e.g., IDs that do not correspond to an existing card in the game's database). If no valid IDs remain, it defaults to using the same commander ID (670972).
Random Selection: Once a list of valid commander IDs is compiled, the game randomly selects one ID from this list to be used as the commander for the player.
Deck Construction: A temporary deck is constructed using the selected commander, along with a predefined number of lands and spells that match the commander's colors.
Summary
The random commander from file feature provides a way to customize and randomize the commander used in a game based on an external file. This adds variety and replayability, as each game can have a different commander selected from the list, allowing for different strategies and experiences.
The effect "Whenever one or more +1/+1 counters are put" should be coded as @totalcounteradded(1/1) to to avoid triggering from a single instance that puts multiple counters.
Updated the BLC file to include the alternative layout cards.
Rakdos the Defiler
Jin-Gitaxias, Progress Tyrant
Jousting Lance
Leaf Drum Controlled By The Ai
Spectacle as a macro causes bugs
Sword of the Paruns
Suit Up
Lurrus of the Dream-Den
New ability "canplayenchantmentlibrarytop" allow to play enchantments from top
sets now include tokens
you no longer draw conspiracy cards in the random
rules file revisions
commander bugs
Eutropia the Twice-Favored
Calculating Lich
Seismic Wave
Rank and File
Professional Face-Breaker
Realmwalker
"autocommandzone=" to trigger abilities from Command Zone (e.g. Commander Ninjutsu), added/fixed some primitives, added a new GUI Button to show Player's Sideboard.
Rules for several new game modes and rules
horde, get a random tribe and summon a creature from your deck each turn
paradise, lands tap for all mana
false god, exchange permanents at upkeep
morinfen, lose 1 life for every permanent you control at upkeep, starts at 50 life
New rules based on vanguard, 3 new random game modes, one is tribal and one uses any card in the game.
Several corrections and bugs fixes. Cards with x in their cost and that can target any player used to crash the game.
Teaching AI new things and changing values of efficiency.
You can have multiple "Jace" planeswalkers, you can't have two of the exact same name (no two Jace, the mind sculptor).
Also fix stack display and removed unnecessary code (border for card is
targetted/targetter since we used forcedborder in actionstack). Also
fixed some cards
fixes fabricate
fixes lorded lands
add propagate keyword (like proliferate but it increases all counters)
cards with proliferate can choose a player now
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.
Indicates Card Id, Useful for cards/tokens to determine their correct Id
in the primitives. Its much easier to fix missing images. Update your
modrules.xml
Edge of autumn
Mirrorworks
Clone of the card now have the same image as original
Issue with cloning and trigger "nontoken * enters"
Blitzkrig rules
Hermit druid rules
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