Commit Graph

3102 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
53477bfae2 opps if you were at exactly 65% then none of the 2 appeared XD ..this should correct that 2011-02-12 03:23:36 +00:00
omegablast2002@yahoo.com
19c3e903bc just cleaning, removed a double check i added ages ago that isnt really needed anymore, ai handles fine now without having to double check if it can cast after it already did so. 2011-02-12 03:00:45 +00:00
omegablast2002@yahoo.com
e3ecc612d0 removed a part that wasnt actually supposed to be in the change...my bad. 2011-02-12 02:42:26 +00:00
omegablast2002@yahoo.com
e9b47944e3 reverted a 2nd atempted fix at the infinate loop with ai using inkmoth nexus...
it was making ai tap itself out.

i think im about 99% sure i know where the issue is now, hopefully.
2011-02-12 02:27:30 +00:00
solo81@web.de
9500b0eb4b Added Rashka the Slayer. 2011-02-11 22:42:06 +00:00
omegablast2002@yahoo.com
32873bd4d0 added river of tears 2011-02-11 21:35:17 +00:00
omegablast2002@yahoo.com
76653b6f54 going to go ahead and commit this now as updating the ai decks to use this tool is going to be a huge task...i originally wanted to commit this when i had a substantial amount of ai decks using it, to show case how it makes a huge difference.
it is a feature that is for ai deck building
what it will do is as follows

#NAME:sample deck
#DESC:The forces of fire and nature unite. 
#DESC: 
#DESC:Can you withstand 
#DESC:their combined fervor? 

toggledifficulty:lotus petal|black lotus (*) * 4
grizzly bear (*) * 4
someCard (8) *4

notice the toggle dificulty?
syntax is ....toggledifficulty:easy card name or number|hard card (optional set if both belong to same set otheriwse use * ) *howmany

toggledifficulty:frying pan|machine gun
toggledifficulty:tomatoe|pumpkin (MBS) * 3
toggledifficulty:tomatoe|squash
grizzly bear (*) * 4

the above exsample as easy will have a deck with:
frying pan
4X tomatoe
4X grizzly bear

and on hard it will have:
machine gun
3x pumpkin
squash
4X grizzly bears

the entire deck can be built with toggledifficulty cards....its not limited to just a single use.
you can also mix it up, some can be toggledifficulty some can be just like normal, you are not limited to having to have a complete deck of toggled cards...

if your currently selected deck has an over all win ratio of 65% or higher...this deck will have 4 black lotuses in it...if youre overall win with the current deck you are playing is below 65% then those 4 black lotuses are replaced by 4 lotus petals instead...effectively making it an easier ai deck...

note, the 2 cards used are exsamples...its a great way to show you the potential this change can have...an ai deck with 4 black lotuses will do WAY better then the same deck with 4 lotus petal...if you catch my drift...
2011-02-11 18:01:50 +00:00
guzhenjie1@gmail.com
61186347e5 Fixed Godless Shrine and Contested War Zone.
Thank you for Zeth's help and support!
2011-02-11 13:40:23 +00:00
omegablast2002@yahoo.com
201d096d24 mr big pointed out that the order of the abilities on Mayael's Aria was incorrect, and it does make a huge difference, it can mean the difference between a win or lose. 2011-02-10 19:59:29 +00:00
omegablast2002@yahoo.com
61e14f5b68 added Serra Inquisitors,Dwarven Soldier,Amphibious Kavu, fixed contested war zone 2011-02-10 19:51:13 +00:00
omegablast2002@yahoo.com
25fe86ad89 added "turnlimited" restriction for blocked, blocking, combatdamaged, and damaged triggers. 2011-02-10 19:50:09 +00:00
techdragon.nguyen@gmail.com
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.:)
2011-02-10 17:19:11 +00:00
guzhenjie1@gmail.com
e3ac27bc30 Fixed Aura Extraction:
auto=moveTo(ownerhand)
 ==> 
auto=moveTo(ownerlibrary)
2011-02-10 13:10:19 +00:00
omegablast2002@yahoo.com
8ab65b234b updated the shrine cycle to use type: variable
ei:infinate of horden rage bug...it was the same bug as halimar used to have.
2011-02-10 12:07:11 +00:00
omegablast2002@yahoo.com
4bf72efaac Obelisk of Alara was missing the word "token for its *cough cough *workaround *cough cough* 2011-02-10 12:00:49 +00:00
omegablast2002@yahoo.com
b728a81144 journey to nowhere was sending it target to exile, then trying to blink it... 2011-02-10 11:54:56 +00:00
techdragon.nguyen@gmail.com
bfd8cf8527 fixed a mem leak I introduced in last update 2011-02-10 00:18:52 +00:00
techdragon.nguyen@gmail.com
9c8ff0e27a updated ManaCost copy constructor to do a true deep copy.
added copy constructors to ManaCostHybrid.
2011-02-09 20:42:19 +00:00
Ittobaal@gmail.com
c6849d35d5 Prefix VS Postfix increment 2011-02-09 20:06:15 +00:00
omegablast2002@yahoo.com
2866db0229 fixed line errors, report in r591 please confirm and close ticket 2011-02-09 15:21:24 +00:00
wagic.the.homebrew@gmail.com
7f4c001a1d Erwan
- minor cleanup of MTGRules.cpp based on my comments in r3084. I visually verified that I didn't break the fix in r3084. Also ran the test suite.
-- in case somebody wonders about some of the tests I deleted, most of these tests are useless because all callers make sure alternateCost is not null (in isReactingToClick) and that the manapool can afford the cost, before doing the call to reacttoclick. Proving it by adding an assert, and also making the function protected, to be sure it is only called by the authorized children.
2011-02-09 14:33:09 +00:00
techdragon.nguyen@gmail.com
4cbf3ddeb5 removed extraneous function. Not meant for last check in 2011-02-09 13:21:26 +00:00
techdragon.nguyen@gmail.com
2c0da5e7e6 added copy constructor with operator=
updated constructor for ManaCost*

TODO:  May have to look at ManaPool in case that needs updates as well.
2011-02-09 12:03:15 +00:00
omegablast2002@yahoo.com
d336f921d7 added Progenitus and Splinter Twin 2011-02-09 09:48:04 +00:00
solo81@web.de
75e34d9012 Added Ghost Town. 2011-02-08 23:27:26 +00:00
omegablast2002@yahoo.com
d8da946f5d forgot a "break;" here on this restriction 2011-02-08 23:09:20 +00:00
solo81@web.de
adaa589e93 Fixed issue358.
New code for Paralyze uses "teach(...)":

[card]
name=Paralyze
target=creature
auto=tap
auto=doesnotuntap
auto=teach(creature) {4}:untap myUpkeepOnly
text=Enchant creature -- When Paralyze enters the battlefield, tap enchanted creature. -- Enchanted creature doesn't untap during its controller's untap step. -- At the beginning of the upkeep of enchanted creature's controller, that player may pay {4}. If he or she does, untap the creature.
mana={B}
type=Enchantment
subtype=Aura
[/card]
2011-02-08 23:03:43 +00:00
omegablast2002@yahoo.com
44fe3cffec fixed a crash that was happening when ai would try to play a card like wurmcalling. 2011-02-08 20:25:41 +00:00
omegablast2002@yahoo.com
4d28bdd925 fixed a bug where mana icons were not being removed from mana pool when using extracost types...this happened during the refactor..the mana was changed from engaging the players mana pool which sends those events, into a sort of "bypass everything and just subtract the mana from the pool" you actually WANT to engage the players mana pool, as its directly tied to the events which remove those mana from the pool. 2011-02-08 19:20:04 +00:00
omegablast2002@yahoo.com
80b35e8071 fix for black sun zeneth...we were checking the wrong thing for a refreshed number...i had it checking the target instead of the source of that ability. 2011-02-08 15:50:57 +00:00
omegablast2002@yahoo.com
67cdb895b9 removed an incorrect line from Concordant Crossroads 2011-02-08 15:15:25 +00:00
omegablast2002@yahoo.com
39e10dd088 updated clockworks, also corrected a few that were removing the wrong type of counter during combat, they come in with 1/1 counters and were removing 1/0 counters, which was wrong. 2011-02-08 15:13:12 +00:00
omegablast2002@yahoo.com
f7b34295fb added a way to set the max amount a counter ability can give you...aka the clockworks effect...as per mtg rules, you are still allowed to activate the effect but if it would put the target counters higher then the max allowed by that ability, then it will do nothing.
it strings exactly like normal counters did, except now after the name you can add yet another "," and a number or word varible...if you will not have a name it is still required that you add the extra comma, as it is a seperator for the parser. so clock works swarm would be counter(1/0,1,,4)...no matter what, this ability will do nothing if the amount of the target counter is already higher then the max allowed, in this case 4...other effects can give the creature more counters...however..this ability will resolve to nothing if youve exceeded the limit. until you are under the amount again.
2011-02-08 15:12:14 +00:00
omegablast2002@yahoo.com
d852486355 Venerated Teacher was set to 1 counter, should have been 2...all this time i thought that it was a little underpowered then normal. 2011-02-08 12:23:59 +00:00
guzhenjie1@gmail.com
4196754abc Fixed Allay, Glissa, the Traitor and Kuldotha Forgemaster was reported in forum. 2011-02-08 10:07:04 +00:00
techdragon.nguyen@gmail.com
1b5a379387 added empty string check when save and quiting from the deck editor.
Issue: 3052
2011-02-08 06:30:18 +00:00
omegablast2002@yahoo.com
104a626b3b excluding these types from allsubtype transforms subability. 2011-02-07 17:12:12 +00:00
omegablast2002@yahoo.com
cba1849ef6 i subjected poor changelings to planeswalker legend rule lol. 2011-02-07 15:37:21 +00:00
guzhenjie1@gmail.com
b1ae9bf548 Fixed Melt Terrain:
mana={1}{R}{R}
 ==> 
mana={2}{R}{R}
2011-02-07 15:07:54 +00:00
omegablast2002@yahoo.com
79d4312660 it was reported to me that blinking a token can potentially crash the game on the "return" my fault..forgot that once tokens go to exile, we're done with them for good. 2011-02-07 14:00:42 +00:00
omegablast2002@yahoo.com
18c70ec187 found the cause of the loop in inkmoth, it has to do with the way manaproducers set thier "needsTapping" depending on the way the ability is called, it can set it 3 ways, {t}<--sets only the manaproducers "tap" and completely ignores the "doTap" which is the way actiavted mana producers call it. 2011-02-07 13:48:27 +00:00
omegablast2002@yahoo.com
9b076d6791 removed a fix to an infinate loop bug with Ai using cards such as inkmoth nexus...
as it removed ais ability to momir...protip in MTG youre not allowed to interrupt your own abilities...the way momir is working now, it select an action that doesnt pass priority instead it instantly searchs for a momir ability...which is wrong...
2011-02-07 13:29:27 +00:00
guzhenjie1@gmail.com
b0a370c1b7 Fixed following cards reported by ph34rbot in forum:
1. Blightwidow
2. Bonehoard
3. Crush
4. Darksteel Myr
5. Revoke Existence
2011-02-07 10:50:36 +00:00
techdragon.nguyen@gmail.com
6ccc859ca0 The issue is the controller for the menu fails badly when the triangle button is pressed. That particular menu uses the menu item id to index into an array somewhere. Since the triangle key is valued at -200, this causes a negative index into an array.
I've added a guard to ignore the triangle key for now.  If there is a more elegant solution we can find later than great.
Issue: 577
2011-02-07 06:55:04 +00:00
guzhenjie1@gmail.com
3eee274726 Deleted carriage-return between Myr Sire and Myr Turbine:
[/card]

[card]
 ==> 
[/card]
[card]
2011-02-06 22:47:38 +00:00
omegablast2002@yahoo.com
bf427b6402 i actually misinterperated the fading rule...
the difference between vainshing and fading is...
fading sac triggers the NEXT time you try to remove a fade counter but cant, vanishing sac triggers WHEN you remove the last counter.
2011-02-06 18:48:08 +00:00
omegablast2002@yahoo.com
230edd917c did away with the "fading" workaround... 2011-02-06 18:21:25 +00:00
omegablast2002@yahoo.com
de6e5ed7eb extended "vanishing" to support "fading" these 2 abilities are the same with the exception of the name of the counter the creature receive. 2011-02-06 18:20:59 +00:00
omegablast2002@yahoo.com
26b1cd2c34 add mutavault 2011-02-06 16:43:58 +00:00
omegablast2002@yahoo.com
a08729d7e8 a little more {s( to {discard( cost clean up 2011-02-06 16:08:08 +00:00