their x position is the same in their "default" horizontal stack, so
when attacking it always start at left side, not in the middle. Please
report if you have bugs...
currently we have kamiflip as the only defined flip type as it is treated differently from the others.
but we have room for more if needed now
doublefaced=kamiflip
sets the flip type of a card to the kamiflip style cards. since this is defined on cardprimitive level now, we might be able to do something different from the flipping animation. who knows.
commented out the forcing token triggers, it bypass targetchooser check. still working on a fix for this coming soon.
If the card is a copier or a token, it cannot be transformed since it's
not a double face card. Also the copied card must be the "active" part
of a double faced card. Flip cards (kamigawa block) is not restricted by
this since its a single sided card. If the transformed card is cda, take
any damage into account (PT bonus is already in effect for cda)..
moved the extra cost check for "offerings" to a location before canafford in alternative reacttoclick, the reason for this is that the 2 offering cost we have handle the can afford calls, and even cast the card in the dopay. not placing this before it causes the card to not react to click if there is a different manacost attached to the emerge/kill
test codes below.
mana={g}{g}{g}
other={emerge}(r}{4} name(emerge)
mana={6}
other={k(giant|mybattlefield)}
fixed memleaks in killoffering code.
note to devs, remember to make diff costs a variable that you can safe_delete, it creates a manacost object that will become a leak otherwise.
do not use it directly as a function.
source->controller()->getManaPool()->canAfford(source->getManaCost()->Diff(target->getManaCost()))
this will leave a memleak every single time ai checks this cost, or a player accesses the cost even if you cant pay it.
found a selectability call after blockers that was the cause of a race condition debug assert, but most importantly, the reason AI would sometimes block a creature, then immediately decide not to block. causing it to sometimes take preventable damage, and sometime cause AI to stack a ton of blockers on a single card even tho it did not have a chance to actually kill the creature.
this is still a thing, but wont happen so grossly incorrect now.
in debug there is a strange line drawn sometimes on screen, like the buttons on main screen, this is not present in release builds, I'm guessing its some kind of debug related thing with JGE and quads.