moverandom(creature[green]) from(mygraveyard) to(opponentbattlefield)
example card
[card]
name=Tariel, Reckoner of Souls
auto={t}:moverandom(creature) from(opponentgraveyard) to(mybattlefield)
mana={4}{W}{B}{R}
abilities=Flying,vigilance
type=Legendary Creature
subtype=Angel
power=4
toughness=7
text=Flying, vigilance {T}: Choose a creature card at random from target opponent's graveyard. Put that card onto the battlefield under your control.
[/card]
moved init() from ManaCost to a private call
changed ManaPool method init() to Empty() to better represent what it does.
renamed ManaCost::reinit to resetCosts() as reinit sounds like your are returning the ManaCost object back to initial state which is not what happens. Only the cost related members are reset, the bool isMulti is left alone
corrected an issue by removing a constant, if you want it defined as a constant do so, however make sure when you build for psp the variable is actually still defined in the scope.
- Added 50 cards based on rev4237-rev4242 (card list below).
- Related on this addition, I changed the card.dat
information of Flipping and Transforming Cards in the
card.dat so that the flipped sides of a card are not
shown in the shop or in the trophy room.
- Updated the card text of Contested Cliffs. It now uses the word "fight".
- Fixed issue787
Tests will follow.
which tells the ai not to use the targetible cards as attackers, this can be card names, and CD modes.
modified the way ai handles multikicker. it will not be casting 1/1 joragas anymore :D
made WParsedInt ignore "+" signs....
added a new affinity ability...autohand=affinity(creature[vampire]|mygraveyard) ....
this is essentially affinity for creatures in your grave.
added supkeyword to clone clone addtype(zombie)....it adds the type listed to the cards types on clone...
reparse PT bonus on resolve.
reworked bushido, it should now work correctly...aside from that it now excepts word variables...fumiko is now bushido(type:creature[attacking]:battlefield/type:creature[attacking]:battlefield)
added a keyword to access acontrolsteal..the keyword is "steal"
auto=ueot steal target(creature)
reworked persist to handle undying..added the new counter handling rules intruduced by wotc in ISD
added a vector cardsAbilities to mtgcardinstance...this keeps the abilities added to the game for a card to use stored where we can easly alter or remove them.
added an automatic increase to geteff return if the ability is a putinplay ability.
finished coding support for flip and double sided cards, though viewing the "other side" is still not possible yet.
the ability follows the mtg rules.
the ability syntax is flip(card name)...a card can flip into any other card by name...even flip into itself.
added a "canPay() call for Ninja cost...to prevent it from coming up in a menu unless you're in blockers....
added 3 new restriction types that work very similar to type(
thisturn(tc)~morethan~2
lastturn(tc)~lessthan~thisturn(tc)
compare(wordvarible)~equalto~compare(wordvarible)
these are pretty self explanitory.
moved "&&" ability parsing below "this(" allowing "this(" to grant abilities now which contain &&...enclave egologist bug is fixed by this.
fixed an issue with combatspirit link for some reason the way i was doing the bool was not always working.
took care of the todo for AProtectionFrom...you can now give a protection from(blah) in a instant or ueot ability.
added altho very limited right now a "targetedplayer" tc word. i hope to increase this with time.
as always my sidekick doc already has some cards coded for this and test will follow the addition of the cards.
- Added a call to input reset after each update in the Qt frontends to avoid strange auto-keypress
- Removed tutorial display in AI vs AI (test AI mode)
- Commit Qt project with latest buttons files
- Added a small isHuman method to the Player class
fixed a compiler warning in SimplePopup in the constructor declaration
===DECK Editor changes ===
Added two touch buttons , one for "Sell Card", the other to switch between Deck and Collection.
changed swipe Left/Right to rotate card collection; removing the previous action which was to swap between deck/collection viewing
Note: GameStateDeckViewer isn't a JGuiController so can't leverage off the mButtons vector. Thus, the buttons have to be handled by this class separately. (setButtonState, userPressedButton)
refined detailed info window for stats display
removed PSP button for Touch interfaces (currently only iOS and Android) on deck selection screens
to not break the core engine and reduce some more complex code, I created a new vector in the JController object. mButtons. This vector will contain all the valid buttons for a given screen. The appropriate Add/Remove methods have been updated to account for this new vector.
- Coded a resource package download GUI based on QWidget
- Removed compilation warning on unused variable
- Updated Maemo desktop file to start directly the binary
- Updated .pro file
- Updated version macros to be able to compose the resource package file
- Updated QML interface for Android
- Updated QML interface to not contain the name of the resource package
- Updated the file downloader class to be able to get the resource package hash from the google code server
- Updated the file downloaded class to verify the resource package hash from the remote server at each startup to be able to perform automatic update
- Defined several JGE operation as static to clean up the wagic wrapper