Commit Graph

2397 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com cf5a6f9059 fix to my fix, commited the wrong version of it :) 2012-07-24 11:02:29 +00:00
omegablast2002@yahoo.com bbf1de5134 fix for may menus not stacking if multi cards with may effects come into play at the same time.
although I tested this fix, it will require extremely indepth testing which I can not do alone to ensure that doing this does not screw up something else.
I think however that we are safe, becuase we test the same condition under test destroy and gameobserver update without any negitive recourse.
2012-07-23 22:44:02 +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 baf4b3b8da correction for the removal of main types when building a CD for share!types! targetchooser. 2012-05-06 18:21:24 +00:00
omegablast2002@yahoo.com 71183d23b6 cosmetic bug fix issue854
adjusted the calculation of x for enstack attackers to avoid drawing cards on top of the phase wheel out outside of the red box. adjusted the red box length for uniformity.
the previous calculation only drew cards to the middle of the screen and after about 15 attackers it pushed cards out of the red box, over on top of the phase wheel making it impossible to click or touch requiring alternative methods to advance to damage phase or reduction of the amount of attackers.

the new calculation draws attackers at the start of the red box keeping the enstack a cardwidth and a half from the edge of the screen on both sides instead instacking massive amounts of attackers tighter inside the red box, much how we handle battlefield enstack...attacking with more then 40 creatures no longer pushes attackers off screen.
2012-05-06 09:14:45 +00:00
omegablast2002@yahoo.com 0503be97ba added a check for uppercase x in manacost, when i added specific cost comparing value == "x" instead of 'x' fudged up some of the x cards which had x in caps. thanks for catching kevlahnota! 2012-05-05 15:23:28 +00:00
omegablast2002@yahoo.com e67e2e669c fix for emblems not sticking, and phasealter not testDestroying. 2012-05-02 12:58:39 +00:00
omegablast2002@yahoo.com b0ab33be82 fix for flip cards changing name after a transforms ability...
I remember adding that patchwork fix a long time ago, not sure if whatever it fixed was even really an issue or just a overprotective line i added. either way if it was an issue, addType is what should re-add the name, not transformer ability.
2012-05-01 15:52:16 +00:00
omegablast2002@yahoo.com 50059e0b89 fix for eachother dynamicability 2012-04-30 12:51:11 +00:00
techdragon.nguyen@gmail.com f75314394f updating version to 0.18.3 2012-04-15 14:13:08 +00:00
omegablast2002@yahoo.com b0482fa952 removed spell blast alias, it is now soft coded. 2012-04-13 11:38:28 +00:00
omegablast2002@yahoo.com bdce487c2c fixed a crash in transforms( 2012-04-13 10:22:08 +00:00
omegablast2002@yahoo.com 7dec7bc873 soulbright fire kins ability was not triggering sideeffects...because i forgot to make it happen...opps...im only human :) 2012-04-12 11:46:00 +00:00
omegablast2002@yahoo.com ae3cd0d5fb making ifthenability fail a little more gracefully. 2012-04-11 16:46:57 +00:00
omegablast2002@yahoo.com a3848e06f4 fix for that stupid bug where cards get added randomly while quickly going through your collection by pressing cards quickly.
basically if the last tap was less then .05 don't automatically register it as "addremovecard".
2012-04-07 14:13:00 +00:00
omegablast2002@yahoo.com 18cd8b5082 added limiting of x to a color to fix Consume Spirit from being able to use any color..
{x:black}
{x:color}

creating a snapshot of a card instance in garbage for stored cards, the issue with previous version was it was using base model value instead of what the storedcard was actually at the time it was in battlefield. example, animal boneyard test was coming up 1 toughness short becuase the creature storedcard pointed to was sent to graveyard for the sacrifice. 

changed myStored TargetChooser to use storedSourceCard instead, as this is supposed to point to the actual card and not a snapshot.
2012-04-07 05:16:55 +00:00
omegablast2002@yahoo.com 864727b208 added HINT:castpriority(blah,blah,blah,blah,ect)
this is a method to set the order in which ai decides to play cards, you can for example tell ai to look for 2 instants, before trying to find a creature.
be sure to list all main types of the deck otherwise ai will pass on stuff
this is the current
const char* types[] = {"planeswalker","creature", "enchantment", "artifact", "sorcery", "instant"};

so be sure you include them if the decks need them.
other the above example would be coded
HINT:castpriority(instant,instant,creature,planeswalker,enchantment,artifact,sorcery)

as you can see this deck will now look for and play if possible, 2 instants before any of the other types.
this will really help with decks which rely on cards like dark ritual to produce mana to cast creature, simply by listing instant before creature. if the deck had dark rituals, in the above example, and it had them in hand, it would then cast dark ritual, dark ritual, then one of the remaining types. this is actually tested not just assumed.
2012-04-06 23:10:11 +00:00
omegablast2002@yahoo.com e4d6f83191 taught ai if the effect of a ability$! spell is good or bad. 2012-04-06 11:01:48 +00:00
omegablast2002@yahoo.com a514bf6ba0 just adding a few abilities words to ais "badabilities" vector.... 2012-04-06 10:10:18 +00:00
omegablast2002@yahoo.com 6af6081cca removed the exploit fix i added to prevent people from using the games esc menu to avoid doing negative effects from abilitiesmenu. 2012-04-05 13:57:36 +00:00
omegablast2002@yahoo.com eabbbe3f77 passing the storedcard for use by instants and sorceries with extracost in thier manacost, also fixed a parsing oversight with stored values parsing, "-" would throw off the value of s string parsed for stored by 1, returning 0 for these....this is corrected now. 2012-04-05 11:24:57 +00:00
omegablast2002@yahoo.com 0b1327bf01 fixed a couple memleaks, also added human player targeting for blocking. 2012-04-02 16:48:33 +00:00
omegablast2002@yahoo.com b705158e13 added "blockable" targetchooser, a targetchooser which shows the cards considered "blockable" by source.
corrected an error in ability$! parsing that prevents transforms to use it in newability[

added "block" keyword. and ability.
2012-04-02 13:32:50 +00:00
omegablast2002@yahoo.com 4dfacaa409 untap target as cost. 2012-04-01 17:39:41 +00:00
omegablast2002@yahoo.com 26fba2d7aa fix for the manaability filter crash. 2012-03-31 18:29:29 +00:00
omegablast2002@yahoo.com 81a8183322 we dont care if it is the current or ->next when checking casted(...we just care about it being cast 2012-03-28 19:02:54 +00:00
omegablast2002@yahoo.com 13d979a7ac maxcast on curses was being prematurely testDestroyed because isInPlay() returned that the player was not in play :) 2012-03-28 11:39:03 +00:00
omegablast2002@yahoo.com 8a53df8ca5 fixed wall of reverence and refactored adynamic ability a bit. 2012-03-27 13:57:09 +00:00
omegablast2002@yahoo.com df38e3977c fixed flip cards not gaining basicabilities of their counterpart cards. 2012-03-26 22:57:32 +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 c5128b35e0 fix for sorins destroy andability, actually a fix for and(( in general..have to hide the and(( string from the parser till we need it. 2012-03-26 11:48:22 +00:00
techdragon.nguyen@gmail.com 08b6975300 refactoring change for http://code.google.com/p/wagic/source/detail?r=4364 to ensure bounds for n is always met. 2012-03-25 23:43:59 +00:00
omegablast2002@yahoo.com 5e34cf8bb2 fixed a bug where proliferate menus stopped working, fixed a bug where damage would be considered redirected after killing a planeswalker, fixed a bug intruduced with recent changes to text rendering that made my text message ability stop working, added a lose and win text to abilities which only contained a 1 sided win. 2012-03-25 21:49:13 +00:00
omegablast2002@yahoo.com bf88bee58a fixed a crash that would occur when hugging the bottem edge of a menu with one option example: auto=choice sacrifice 2012-03-25 19:39:10 +00:00
omegablast2002@yahoo.com 5c340a2fb5 made it even more specific to the exploit, when you open the option menu while abilitiesmenu is open for the purpose of canceling then undo last action. 2012-03-25 11:47:17 +00:00
omegablast2002@yahoo.com a2ca6ce26b treating the esc menu as "undo" when used while an abilitiesmenu is open and waiting for selection. this prevents people from using the games menu as an exploit to avoid having to do negative effects to themselves or thier cards. you either do it or we can repeat this forever :) 2012-03-25 11:40:43 +00:00
omegablast2002@yahoo.com 59bedf0f07 commented out the drawing of a line across the screen,
reasons behind this are as follows:
1:separation of the battlefields is already incredibly clear by the huge gap between the center...
2:a line drawn on battlefield that represents the seperation is something that should be handled outside of the engine, in the actual battlefield graphic.
3:on hires screens this line stands out like a sore thumb.
4:the line is draw on top level above the cards making it stand out even worse when you have a battle going. as well as cutting over the top of the cards in displayed hand view.

over all the battlefield looks cleaner.
2012-03-25 10:36:06 +00:00
techdragon.nguyen@gmail.com 773e852b83 this should resolve the issues with scrolling lists. I modified the height of the menu a little bit (-10px) because on larger menus, the bottom of the menu blended into the dark shadows of the screen. This small height change makes the bottom of the menu more visible. 2012-03-25 05:01:43 +00:00
techdragon.nguyen@gmail.com c8007e7179 recalculated height of menu items previous calculation did not take into scaling of the text 2012-03-24 06:48:02 +00:00
techdragon.nguyen@gmail.com 14bdc0fd08 fixed initial state bug with buttons in game shop. 2012-03-24 06:47:01 +00:00
wagic.the.homebrew 7a18996bee reinstate font scale backup in SimpleButton, to fix the bug I introduced recently. 2012-03-24 02:47:14 +00:00
omegablast2002@yahoo.com 41e608785f removed the dead code which was moved up in previous commit. it is actually just that, dead code, moving it up reintruduces bleeding in menus. 2012-03-23 23:31:54 +00:00
techdragon.nguyen@gmail.com 4f2ad781c0 fixed dead code. I'm assuming this was actually what was meant 2012-03-23 22:43:33 +00:00
techdragon.nguyen@gmail.com 218db9d844 improved scrolling of simple menus. Now you can scroll up as well as down by activating the area above/below the menu items
removed the buttons when displaying the filter menus.
2012-03-23 13:17:13 +00:00
omegablast2002@yahoo.com 2a17b9c11b added a targetchooser for dummycards source and a method for retrieving card->storedCards variables for docs card package. 2012-03-22 21:50:50 +00:00
omegablast2002@yahoo.com 26239cdc91 moved the scale reset outside of the if statement, this is to fix a bug where hovering over the last item cause other text items as well as "cancel" to enlarge. 2012-03-22 13:26:09 +00:00
Xawotihs@gmail.com 2a3f998034 Fixed compilation problem with gcc 2012-03-21 21:59:18 +00:00
wagic.the.homebrew bdec6c6b7d Additional scaling issues fixes + bug fix by Zeth in SimpleMenu 2012-03-21 14:58:53 +00:00
wagic.the.homebrew a581d1bba3 - Fixed some scaling issues with SimpleMenu
- Fixed the animation for the menu fonts when selecting an item in the menu. mTargetScale and mScale in SimpleButton are here for a reason, people! 
-- Note: I'm not sure I actually like the "zoom on currently selected item" thing, not sure it brings much.
-- we should definitely consider a hi resolution font because now it really doesn't look good, when it is scaled that much

Why is the subtypes menu using a different font from all other simpleMenus ?
2012-03-21 14:44:23 +00:00
wagic.the.homebrew 3ba22cd615 Changes to Deck Editor:
- Removed one "stats" button as well as the "menu" button. The goal is to let the screen "breathe" and show cards as much as possible.
-- Removing the "menu" button is also in line with all other screens of the game, where that button never appears.
- With the same goal, the "XXX of XXX cards" text is now displayed only when scrolling
2012-03-21 14:41:38 +00:00