- rewrote some code dealing with text formatting for a card when rendering in text mode. I could swear my code has been reverted. If somebody has good reason to believe we should re-process the string formatting on every frame, please let me now. I believe my change can help rendering speed of text mode a lot.
- counters change to vector instead of array
this fixes an issue with infect creatures not triggering "bloodthirst" ...all other cases this was working correctly, bloodthirst however checks the damageCount.....
if you are going to use the trigger + ability from trigger effect...make sure you create the trigger before you remove the card from play...otherwise the trigger never gets a chance to see it's source leaving play.
the ability checks against any of the current cast restriction checks and is written in the following syntax
example phaige the untouchable is
auto=ifnot casted(this) then wingame opponent
if|ifnot condiation then ability
this can also be used in && abilities such as this card
pulse of the grid
auto=draw:2 && target(*|myhand) reject && if type(*|opponenthand)~morethan~type(*|myhand) then moveto(myhand) all(this)
this adds a few cards in its current state, though the aim for this ability was removing the use of "kicker" workaround for cards like the divinity creatures.
i plan to extend this to support such effects as "if spentmana({b}{u}) then effect....and other conditional checks currently not possible even with workarounds.
I'm committing these now since im working on abilities for kiaos mod and don't want to have a 20 page changelog.
also added missing text to binding grasp, it was thought that it was bugged becuase it simply "ended" its effect....however this is a confusion since the effect was ending due to upcost not being paid, however the card text did not reflect that it had a upcost....
i seriously think we devs should consider making all ability coding required lowercase. not card names and text, but coding such as targetchoosers "thisForEach(creature[Black;White]|myBattlefield) moveto(myGraveYard) ...<---this is not uniform...and leads to people using such coding in the source ....i think i suggested this once and was instantly shot down...however, this is the 2nd instance where a bug has arose from the comparing of capitalized vs lower case..becuase we all assume that every line is going to be dropped to lower case as the game reads them.....
-- Zeth, please verify that I didn't break your mods if you have time
-- The test suite does NOT pass in this revision (see issue 711), but I verified that the problem does not come from my change, so we need to dig
-- Campaigns creators will have to update their campaigns to make them compatible with Wagic 0.16. It consists in adding "include mtg.txt" at the top of each one of their rules.txt file.
This helps a lot in the deck selection menus (duel and deck editor).
That, added to my previous fix, fixes issue 693 for me.
In general, we should try to avoid 512x512 32bits textures on the PSP. That happens with a 480x272 png image. One solution is to convert the file to a jpeg, and load it in 551 mode whenever possible. Another solution is what I did: use a 450x255 image instead. The best is of course to cumulate both, which divides the size in Ram by 4 on the PSP.
I'm ok with distributing lower res graphics on the psp, and higher res on other platforms, if that helps. Main culprits are 480x272 images (when there's too many of them)
The BIG CARD SAFARI 2011 is over: After 4 months of intensive testing, i can proudly present you this huge card package. All these cards are working 100%.
Card list --> First comment.
- Added 20 tests to save the cards whose code is not covered by already existing tests.
- Added Magic2012 (M12) with 75 completely new cards.
-- Res is the default folder in Res.txt, in case it exists, to avoid confusion when debugging
-- added sign_prx in the makefile, harmless if you have the default build.mak, but signs the app for you if you have the correct files
-- uninitialized variable warning fixed in Rules.cpp