Commit Graph

23 Commits

Author SHA1 Message Date
Eduardo MG
51ede6a37f Added a new Random Commander game mode and fix to special rarity filter
You get a random legendary creature and get a 99 cards deck at random in the commander colors.

Some limitations by the engine makes you only get cards based on the mana cost of the card, not the full color identity.

Also sometimes you get fewer than 99 cards. Possible that you are getting repeated cards and end up with less than the desired 99?

Special rarity no longer shows basic land types.
2022-10-26 15:49:57 -05:00
valfieri
2c62cfd487 replaced tabs with 4 spaces. 2019-09-06 08:31:39 +02:00
Eduardo
5db6b807ba Set limited game mode, AI changes, primitives and _cards.dat corrections
New set limited ,where you get a deck two random sets.

Still playing with the AI values and hueristics.

Cards fixes. Masters Edition should be named ME1 and the Mythic Edition is MED, the cards multiverse ids are still the same so the decks and references should not change.
2019-04-20 15:51:52 -05:00
Eduardo
ab1fbaa806 New game modes, bug fixes in primitives, improving AI, new planeswalkers type rule
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).
2019-04-14 19:57:01 -05:00
Anthony Calosa
cd1b629191 Fix Segmentation Fault & Formatting 2015-11-10 11:58:36 +08:00
Xawotihs@gmail.com
2ba5eb0022 Cleaned up Network code (hope that fixes the PSP compilation problems)
Added random seed logging
2013-01-25 21:47:16 +00:00
Xawotihs
3514476812 - Created a GamePhase type to ease debug.
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
-  Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00
Xawotihs
0b6044551a - Added new code for serialization/deserializaiton of full games including initial game and all the player actions.
- Added an undo menu using this code (beware, it's still very very alpha).
- Removed various warning
- Cleaned up avatar loading
- Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save)
- Moved momir and Co rules configuration out of GameStateDuel
- Create a GameType type to avoid mixing int everywhere
2011-10-13 19:43:51 +00:00
wagic.the.homebrew
9e572ee416 - Moved "game mode" types of awards outside of a code, and inside of a configuration file (rules/awards.dat). No code is required anymore to create such an award (momir, hermit basic, etc...)
- fixed compilation errors in GameObserver (windows)
2011-10-02 01:03:45 +00:00
Xawotihs
9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00
omegablast2002@yahoo.com
e275a599b7 ok this may, or may not get me yelled at...but i can explain why i do it in rules...so don't kill me :(
added 
"offerinterruptonphase=blah"
to the parsing of the rules.txt files...the reason i want to handle it inside the rules.txt....
originally i was going to use the options variable for this, then i realized that if i use that variable, it would apply it to every game mode and peoples custom games...so instead i added the parsing in the actual rules.txt files, this way, if we want to offer interrupt on phase blah to MTG, but NOT have this interrupt offered in a mod or different mode, or if the different mod or mode should offer you a chance to interrupt ai in a different phase ...you can set each rule to interrupt in the phase you want...

now for the reason i added it in the first place...previously we were allowed an interrupt when the opponent drew a card in the draw step, this gave us a chance to do stuff on opponents turn....
recently wololo i beleave made draw actions not use the stack anymore(which was a good change, since as per MTG rules the actions of drawing is not a stack action)...but as a side-effect, we lose our chance to interrupt ai and do stuff on ais turn....

also, changed the ingame bonus thing, to start recording stuff towards bonuses on turn 2+...this solves reported issues with story mode "setting up" causing massive bonuses to be gained for doing nothing.....
2011-05-10 17:08:08 +00:00
wagic.the.homebrew
0b9ff076e6 Please update your rules folder
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
2011-05-03 11:59:27 +00:00
wagic.the.homebrew
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 !!!
2011-04-23 13:24:19 +00:00
omegablast2002@yahoo.com
64a234ef44 added support for customphasering construction in rules txt...
exsample

[INIT]
mode=mtg
[PLAYERS]
life:2000
poisoncount:4
customphasering:untap,firstmain,firstmain,draw,firstmain,upkeep,draw
auto=shuffle
auto=draw:7
auto=@each my draw:draw:1
auto=maxPlay(land)1

by default every turn will have normal order we've always been use to
however
before begins --required added automatically
anything you want in any order
anything you want in any order
anything you want in any order
anything you want in any order
anything you want in any order
anything you want in any order
anything you want in any order
anything you want in any order
cleanup---required added automatically
after end of turn---required added automatically

svntax 
customphasering:blah,blah,blah
listed in the order you want it to go. you can repeat a phase as often as you want, you can omit phases.

please note, this was not designed with MTG in mind..some of the rules require certain phases to work...this is for CUSTOM game building...i repeat NOT DESIGNED FOR MTG...tho it can be used with most(almost all, with the exception of those which require certain phases to work, exsample, ninjitsu will only work in a phasering which contains blockers and attackers)

enjoy.....
2011-03-02 21:33:42 +00:00
techdragon.nguyen@gmail.com
e53c16f700 No code change just reformatting of header files.
finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
   * Any empty virtual declarations were kept to one line.  
   * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
2011-01-21 18:01:14 +00:00
omegablast2002@yahoo.com
98d908f403 added support for "prevent next [number] damage" to player/creature. 2010-08-28 19:50:26 +00:00
omegablast2002@yahoo.com
aef30e6e0d added bloodthirst:number ability 2010-08-26 16:05:48 +00:00
omegablast2002@yahoo.com
e644aaae3a added poison support, guicounter, "infect" ability, poisonous ability. 2010-08-25 18:56:34 +00:00
wagic.the.homebrew@gmail.com
1332842025 Erwan
- bug fix in JGE++ audio (improve HBL compatibility)
- Added new rewards in story mode: random card, card (either by "name" or id), specific set
- Story mode: added possibility to choose music, and bg for duel.
-- See "01. Where it all begins" for examples of new features
2010-07-19 13:44:26 +00:00
wagic.the.homebrew@gmail.com
b1079942af Erwan
- Reward system in Story mode (currently, either credits or random set)
- Rules now accept for player 2 to start (see story mode "block" stage)
- Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily.
- possibility to choose an avatar for both players through the rules (see example in story mode)
2010-05-09 08:14:01 +00:00
jean.chalard
5a2bae75d5 J :
* Add newlines at end of files. This is for better portability.
* Fix a direct reference to g++ in the makefile
2010-02-02 10:19:43 +00:00
wagic.the.homebrew@gmail.com
85adde6c61 Erwan
-shortcut to reset the GU is now start+square
2009-12-06 11:34:00 +00:00
wagic.the.homebrew@gmail.com
0d2c6cf3e5 Erwan
- Adding external rules mechanism. It is very crude for the moment, but I hope it will grow. Have a look at Rules/mtg.txt for basic usage
2009-12-06 04:47:29 +00:00