Card list -> first comment.
2) Fixed issue422.
3) Optimized 3 cards:
Covetous Dragon
Emperor Crocodile
Tethered Griffin
All additions and changes don't cause test suite to crash.
Will also add some tests in the next few days.
Example code:
[card]
name=Dregscape Zombie
autograveyard={B}:moveto(exile) && token(17483511) asSorcery
text=Unearth {B} ({B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
mana={1}{B}
type=Creature
subtype=Zombie
power=2
toughness=1
[/card]
[card]
name=Dregscape Zombie Unearthed
type=Creature
subtype=Zombie
abilities=haste
auto=@next end:moveTo(exile)
power=2
toughness=1
mana={1}{B}
[/card]
Added a test script for this card as an example for cards with Unearth.
Card list -> First comment
More cards with Unearth will follow tomorrow.
Altered the code of Countersquall, Punish Ignorance and Undermine by changing "targetController" to "opponent".
This is a workaround for issue408, not a fix. I think we can live with that because no one wants to counter his own spells with Undermine, I think...
--> http://wololo.net/forum/viewtopic.php?f=21&t=1430
!!!!Many thanks to Kaioshin!!!!
One example card code:
[card]
name=Arc Lightning
target=creature,player
auto=damage:1
auto=damage:1 target(creature,player)
auto=token(-1111112)
text=Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
mana={2}{R}
type=Sorcery
[/card]
[card]
name=Arc Lightning's 3rd Damage
auto=counter(0/0,1,Arc Lightning)
auto=@damaged(creature,player):thisforeach(counter{0/0.1.Arc Lightning}>0) damage:1 target(creature,player) && counter(0/0,-1,Arc Lightning) && counter(0/0,1,Bury)
auto=thisforeach(counter{0/0.1.Bury}>0) bury
type=Nothing
id=-1111112
[/card]
This new introduced use for fullcoded tokens seems more borderline than it in fact is:
- The tokens cannot be targeted or destroyed except for their own sac-effect.
- They don't cause any effects on the board to trigger.
- The interactions with their "mothercard" cannot be interrupted.
- They are invisible (this is true for most of the cards), because they exist as short as a permanent can exist, vanishing immediately after entering the board.
I couldn't believe it when I saw this way of coding the first time, but it just works wonderfully! Very few people will recognize any difference between this and the usually coded cards.
THIS ADDITION DOES NOT CAUSE TEST SUITE TO CRASH!! ;)
Card List -> First Comment
- fixed bugs introduced in revision 2034 (Giant Growth)
- Extended Story mode xml: much easier to write basic thing, font selection, possibility to position answers, answers now in correct order
- moved story in the menu because it is not major for now
Fixed issue398.
Removed Silent Arbiter: This card does not work. Opponent can always attack or block with more then one creature although Silent Arbiter is on the battlefield. Closing issue400.
Optimized all cards with Graft.
Removed Merrow Reejerey: Permanents with two or more "may"-lines never worked because all these lines will always trigger, so you could use them all. Closing issue362.
This card cannot work for now: The engine always tries to let the "+1/+1 counter"-effect trigger first, so it tries to give a creature in a graveyard a +1/+1 counter, and this is not possible in wagic for the moment.
Closing issue306.
(winGame keyword).
Added 2 interesting draw spells (they work 100% as they should!)
Added 6 other yet undiscovered, but perfectly working cards.
Card list -> First post
- Several creatures with upkeep costs.
- Almost all creatures with Echo.
- Force of Nature and Lord o f the Pit are softcoded now.
Card list -> First comment
Fixed issue389.