(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
- {z} cost becomes l2e (Library To Exile)
- {q} cost becomes s2l (Send to Library) <- from any place to Library
- subtypes leyline, controllsershroud, playershroud become ability keywords
- support for tinyCrops see http://wololo.net/forum/viewtopic.php?f=15&t=2197
- card images can now be named after the card's name (ex: sets/10E/Ancestor's Chosen.jpg , or sets/10E/10E.zip:Ancestor's Chosen.jpg)
- yet another attempt at fixing tokens in the shop
- swapped StyleManager.h and .StyleManager.cpp files in VC++ project
- attempt at fixing issue 451 (tokens in momir), please verify. Also attempt at fixing tokens in shop.
Two example codes:
[card]
name=Alabaster Leech
auto=lord(*[white]|myhand) white:+1
autoexile=all(*|myhand) resetcost
autograveyard=all(*|myhand) resetcost
autohand=all(*|myhand) resetcost
autolibrary=all(*|myhand) resetcost
text=White spells you cast cost {W} more to cast.
mana={W}
type=Creature
subtype=Leech
power=1
toughness=3
[/card]
[card]
name=Helm of Awakening
auto=lord(*|myhand) colorless:-1
auto=lord(*|opponenthand) colorless:-1
autoexile=all(*|myhand) resetcost
autograveyard=all(*|myhand) resetcost
autohand=all(*|myhand) resetcost
autolibrary=all(*|myhand) resetcost
text=Spells cost {1} less to cast.
mana={2}
type=Artifact
[/card]
autoexile=all(*|myhand) resetcost
autograveyard=all(*|myhand) resetcost
autohand=all(*|myhand) resetcost
autolibrary=all(*|myhand) resetcost
----> This code section is necessary, because manacost altering cards will keep their effect even when they have left the battlefield. RESETCOST erases all alterations which have no existing source on the battlefield anymore.
2) Added the new keyword TRANSFORM, which is similar to BECOMES. The main difference is that you can change single parameters of a permanent (color,type,...).
Example codes:
[card]
name=Memnarch
auto={1}{U}{U}:target(*) transforms(artifact)
auto={3}{U}:moveTo(myBattlefield) target(arifact)
text={1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.) -- {3}{U}: Gain control of target artifact. (This effect lasts indefinitely.)
mana={7}
type=Legendary Artifact Creature
subtype=Wizard
power=4
toughness=5
[/card]
[card]
name=Dralnu's Crusade
auto=lord(goblin) 1/1
auto=lord(goblin) transforms(zombie,black)
text=Goblin creatures get +1/+1. -- All Goblins are black and are Zombies in addition to their other creature types.
mana={1}{B}{R}
type=Enchantment
[/card]
Important notes concerning TRANSFORM:
- IF YOU TARGET A CREATURE THE EFFECT IS PERMINENT.
- IF YOU TARGET THE SOURCE THE EFFECT IS UNTIL END OF TURN.
- IF YOU USE LORD THE EFFECT LAST TIL PERMINENT SOURCE LEAVES PLAY.
These restrictions will probably be changed in the near future!
3) Added 57 successfully tested cards.
Card list ---> first comment
4) Changed the name of several tokens: "()" used to cuase crashes when used in the name-line.
5) Added the new keyword NONBATTLEZONE for leaves play trigger optimizing. It can be used to replace the phrase "EXILE,GRAVEYARD,HAND,LIBRARY".
I will add tests for test suite in one of the next revisions!!
####### TEST SUITE PROVEN ########
- updated pt translation (thanks to almosthumane)
- Added/updated some Themes by Ilya B
- Added a random wallpaper loading at loading screen (see wallpapers.txt in Res/graphics)
- Saving decks and collection should now be a bit more secure (attempt at minimizing issue 393)
* Fix issue 357, where the hand loses focus when the opponent declares
attackers while the hand is open.
* Harmonize the code for CardSelector.cpp to the coding style.
- fix issue 153 (Tokens should go to graveyard)
- "token" keyword can now be used in the parser with things such as Creature[-token] for "noncreature token"
- Let's stop using "token" as a type
- IMPORTANT: Legendary is not an ability anymore, creating cards with super types should be much more natural. You can now say "type=Snow Land", and stuff like that. No backward compatibility!!!
- Card Primitives system. Check Royal Assassin in RV, 10E, M10
- Please review, is sets/primitives a good directory? Should we rename MTGCard into "CardPrint"?
- Unfortunately for now it is not possible to "override" a Primitive. A card that links to a primitive but also defines new "values" will create its own data and ignore the data in the "linked" primitive for the time being. I hope to solve that at some point...
- Adding cycling. Check Akroma's vengeance in ONS for an example. Note that this uses autohand instead of auto, this is important! You can also use autograveyard.
- All "auto" activated abilities should work with autohand, so this is not only for cycling, but could be used for other abilities as well. For example autohand={3}:cycling can also be written autohand={3}{S}:Draw:1
- opponentshroud small bug fix
- added "kicker=" line and "kicker" auto keyword. See Vines of Vastwood (ZEN) for an example. WARNING: kicker= line has to be AFTER "mana=" line
- daily build
-Issue 31 fixed. Land and tokens don't use the stack anymore. Taking control of a card in opponent's battlefield doesn't trigger "spell cast" triggers either
- Fixed empty ActionStack "interrupt" messages
- If no attackers are declared, go straight to Combat end phase
- Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step
- Second Damage step is called "Combat Damage (2)"
- UserRequestNextPhase is to be used knowing that it might not succeed
- Step change for GuiCombat is now computed at GameObserver::nextGamePhase
Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.