Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
EXAMPLE: The older code of Death Pulse was:
autohand={1}{B}{B}:cycling && may -1/-1 target(creature)
I tested this ingame and the following happened:
1. I pay the cycling cost.
2. The engine gives me the option to target a creature.
3. I choose a creature.
4. The cycling effect resolves: Death Pulse goes to the graveyard and I draw a card, but the targeted creature does not get the p/t malus.
This is seems to be because the cycling effect is coded as option ("may") and the cycle process (dicard this:Draw:1) is coded as a "must".
I found a new, successfully tested way to code such cards by giving them 2 autohand-lines instead of only one:
The first one is without optional effect and the second one is with optional effect.
Ingame, if you cycle Death Pulse f.e., a window will appear to choose between those two auto-lines. WORKS GREAT AND DOES NOT BREAK THE CARD!! :)
-fix issue 161 (brass man can untap outside of upkeep). Use "myUpkeepOnly" keyword. Other keywords such as "myDrawOnly" of course work. Haven't implemented "opponent" yet, is it needed ?
- fix issue 168 (kudzu)
- Fix issue 162 (copy VS shroud). This fix introduces a new keyword: NotATarget() instead of Target(). (Which was the best way for me to keep some kind of backward compatibility/ not alter the code too much / fix the bug)
- fixed divergent growth (issue 243). Unfortunately the underlying issue is quite complex, and Wagic doesn't handle it very well. Basically, all "until end of turn" effects run the risk of being partially deleted before the end of the turn, leading to segfaults or memory leaks. This is because some abilities' "clone" method doesn't actually clone them entirely... The fix for divergent growth is a hack that works only for lords+mana producer combination, but I need a more "generic fix" in the long run...
- fix a memory leak with "Prevent All combat damages" ability
- Fix issue 242 (Equip can be used outside of the main phases)
- introducing "attach" keyword. Same as equip but can be used anytime. Untested
- introducing "asSorcery" keyword. Can be used the same way as "myTurnOnly" on activated abilities to restrict their usage. Untested. Other similar keywords will follow, please let me know which ones would be useful