- 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
- Adding equipments. They work like auras, except you have to add an "auto={cost}:equip" line. See Behemoth sledge in ARB for an example. Please test a lot before committing, thanks :)
- [PSP] pressing START + TRIANGLE on the PSP will attempt to reset the GU. If/when you get the purple screen, try to press start+triangle in the main menu and let me know if it changes something
- Lords are now taken into account in AI statistics. (To display information, uncomment RENDER_AI_STATS in config.h)
- fixed a potential segfault with NoFizzle
-added WParsedInt (X, p, t, manacost) for "Draw" effects. See prosperity
- Fixed denizen of the deep (P02), it had broken the test suite, sorry for that!
I'm fairly certain this works as intended, cards with nofizzle "can be targeted by spells that try to counter it (such as Cancel). Those spells will resolve, but the part of their effect that would counter [it] won't do anything. Any other effects those spells have will work as normal."
Still, I don't work much with card logic, so it's possible this has some kind of unintended side effect.
- Code cleanup
- fix issue 142 . This will lead to other issues for some cards. These issues can be fixed by using targetcontroller/controller...etc
- Added a few cards
- removed some unused code. Please review!
- Added protection from() auto keyword. It is still possible to use protection from [color] in abilities, but when it is not possible, please use protection from([target]) in auto=
The thing complicating a "100% functionality" fix for this is that all translation changes are destructive- they overwrite the original text. We want this behavior, as it prevents having two sets of strings in memory (the untranslated and translated sets) when card text currently takes hundreds of kb... however, to switch languages we'd want the original text available, which means reloading all the set files. That's not optimal either...
As it is, the player must reset their PSP for translated card text. Again, not optimal. I'm submitting an issue on this topic.
-fixed a memory leak
- Added P02 and PTK
- New way to create tokens in the parser, much more flexible, see the Hive in RV. Tokens can now be written as other cards, with a rarity of "T". I suggest their id to be the negative value of the card that generates them when possible. Naming convention for images is the same as before: a negative id such as -1138 will need a [id]t.jpg image (1138t.jpg). Positive ids work as "normal" pictures
* Metadata is currently only used in exactly one place: the set's "Pretty Name" is displayed when the set is first unlocked.
* WGuiImage now has a function to set scaling.
- Added "PreventAllCombatDamage" [from(...)] [to(...)] keyword. Please test it on a few cards before we "mass" use it. As a side effect, fixed issue 155 (ebony horse target).
- Language is now an option at startup
- "text" line translation for cards made easier, check Res/lang/xx_cards.txt
- TODO: test on PSP/Linux, performance issues ? Allow possibility to change language in options menu
-reduced SFX Quality. This seems to fix the Bug with samples getting silent on the PSP (issue 112), and improves loading times. If you think this is unacceptable, let's discuss it
- AI now should play fetchlands' ability, although still not "efficiently"
- Fix a bug where the game would crash if a card has a valid alias to a hardcoded card that is in no _cards.dat (starwars mod cards aliasing a MTG card)
Two new screens (5,6):
5.) Counts of manasources per color and type.
- Basic lands
- Non basic lands
- Other source
6.) Focusing on mana produced by lands only, displaying amounts of each mana potentialy produced graphically, along with percentages - to be easily compared with following screen (detailing mana cost per colors)