i was not 100% successful in getting the correct cost on altercost which reduced the amounts. however altercost which increased the amounts are now clean code. so the reducers are still using a dirty method of putting the card from the hand back into the hand to get the correct amounts.
the issue i ran into is how to get the correct amount in this situation.
target cost {5}
have 3 reducers that - {2}
thats {1} of overkill reduce...
heres the issue. now remove all the reducers from play. the cost returns to {6} instead of 5.
you would think, will have it track the over kill. which leads to another. have the 3rd card which would contain the overkill removed first, i factor the overkill and increase the amount by what was reduced, but that would not be correct. since the reduce was {2} the increase of removing the overkill card should increase the targets cost by {2} not the amount it actually reduced. as you can see, it is extremely complex. so for now im leaving it dirty, but removing the resetcost code.
Archon of Redemption
Avenger en-Dal
Death Watch
Gristleback
Heal the Scars
Rashida Scalebane
Stalking Vengeance
Wave of Reckoning
Corrected text of Chronozoa.
- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
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.....
-fix for issue 604 (Land play limitation should not apply in all cases)
-- this adds a "castMehod" variable to MTGCardInstance. IF this variable is 0, the card was not "cast" (or for lands, "put into play" as part of the lands rule), but "added" to the battlefield with some other effect. On the other hand, if this variable is set, it means the card was cast
-- as we discussed, I did not touch the "alternateCostPaid" variable, as I'm still not really sure these two concepts are actually the same
Added the following cards in _cards.dat:
MIR:
Added following card:
[card]
primitive=Tombspawn
id=-3318
rarity=T
[/card]
PCY:
Added following card:
[card]
primitive=Elephant Token from Elephant Resurgence
id=-21382
rarity=T
[/card]
You also need to add two tokens pictures in All Image Set:
MIR.zip
Tombspawn (Tombstone Stairwell):
Name to 3318t
PCY.zip
Elephant Token from Elephant Resurgence (Elephant Resurgence):
Name to 21382t