Commit Graph

3266 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
c29e231e45 couple more changes in Ai, and a fix for a crash which happened with phaseaction when the target was removed before the effect resolved. 2011-04-19 19:54:47 +00:00
Xawotihs
40958170fa Fix to have r3450 at least compile on linux 64 bits 2011-04-19 19:04:12 +00:00
omegablast2002@yahoo.com
28b84a1305 a few other "@damaged(" ====>"@combatdamaged(" 2011-04-19 18:20:35 +00:00
omegablast2002@yahoo.com
6a0a5e6980 Spawnwrithe was using the wrong trigger. 2011-04-19 18:13:26 +00:00
omegablast2002@yahoo.com
35f2962026 added
Awakener Druid
removed alias from the living land type cards.
2011-04-19 18:07:51 +00:00
omegablast2002@yahoo.com
09dd5dbc52 updated livingland test to show that it is following the rules. 2011-04-19 18:06:46 +00:00
omegablast2002@yahoo.com
29478f90b5 also removed AConvertLandToCreatures class and its observers, becomes(/transforms(( already creates this effect
as a side effect of my recent changes, lands which come into play and then become creature on the same turn have summoning sickness as per MTG rules.
2011-04-19 18:05:15 +00:00
omegablast2002@yahoo.com
20590c3a0d removed the variable doTap in Tap from all classes, all test pass but there could be an edge case where i missed removing one...if so just let me know, tweaked some ai eff returns, trying to teach it to use counters more effectively, i noticed it was not using -1/-1 counters on the players creature and was using off counters +1/-1 on its own creatures to the point where they died.
doTap now only serves a single purpose, to pass Tap variable to amanaproducer class so that "tappedformana" will trigger is a manaproducer was tapped for mana.
2011-04-19 17:31:19 +00:00
wrenczes@gmail.com
f87de5c38d Revert the maximum memory size calculation to its previous configuration as a precaution, as my messing around with these values was only meant for debugging purposes. 2011-04-19 07:38:20 +00:00
wrenczes@gmail.com
7a10993114 *POSSIBLY DESTABLIZING CHANGE, PLS PING ME IF YOU SEE ISSUES*
Turned on the threaded card fetching code for win/linux.  PSP runs unthreaded.   There's an easy toggle for switching which mode the app runs in: check out WResourceManager's constructor.

To fully appreciate the difference, try going into the deck editor without these changes, and use the arrow keys to navigate around (esp. up/down, as it loads 7 cards at a time).  Then try again with these mods, you'll see the cards flicker briefly to the back card image and then load as they scroll onto the screen.
2011-04-19 07:12:05 +00:00
solo81@web.de
68060e5b6c Removed PD2, was already in as PD2.
Fixed small gap in Rancor.
2011-04-19 06:47:00 +00:00
wrenczes@gmail.com
ab133e9f98 Err, stupid of me. Now passing in the PSPENV flag correctly... 2011-04-19 05:49:37 +00:00
wrenczes@gmail.com
7e884b53f9 Added a PSPENV environment variable to the psp make files. Also fixed a minor compile bug where the debug flag for psp forced JLOG support, which in turn enabled a JGE_LOG_FILE macro that has long since been removed from the code. 2011-04-19 04:35:42 +00:00
omegablast2002@yahoo.com
4d6b288867 added:
Duergar Mine-Captain
Hateflayer
Merrow Grimeblotter
Merrow Wavebreakers
Order of Whiteclay
Pale Wayfarer
Patrol Signaler
Pili-Pala
Safehold Sentry
Silkbind Faerie
Umbral Mantle
2011-04-18 17:23:22 +00:00
omegablast2002@yahoo.com
bf68009674 fixed issue 632,633 ...
converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost.
while i was at it, i added {q} untap cost.
2011-04-18 17:21:06 +00:00
guzhenjie1@gmail.com
388da9e4bb 2011-04-18 15:45:41 +00:00
solo81@web.de
35839184e2 Updated all other cards with upcosts.
"moveTo(graveyard)" --> "sacrifice"
2011-04-18 11:29:01 +00:00
solo81@web.de
13fd9e3463 Updated all cards with Evoke and Echo.
"moveTo(graveyard)" --> "sacrifice".
2011-04-18 11:19:17 +00:00
omegablast2002@yahoo.com
01a229d1b6 2011-04-17 20:21:46 +00:00
omegablast2002@yahoo.com
50c5c70479 made a mistake in p cost. 2011-04-17 20:20:17 +00:00
omegablast2002@yahoo.com
4c90d9e0c2 you can't pay life which you do not have as life payments. 2011-04-17 20:08:08 +00:00
omegablast2002@yahoo.com
18acf3ad8d refactored a little of a token gen, enumed the who and removed redundent code, also the new method allows you to token cards by id to WHO. 2011-04-17 18:18:29 +00:00
omegablast2002@yahoo.com
158164d694 2 things here, bug fixes, aphaseaction used in a trigger is set to oneshot = 0, for the purpose of reusing the ability. so on combat triggers the event would contenue to activate as tho it was not a oneshot, this would cause a crash if the target of the ability was killed before the effect resolved, so i set the target to NULL after the effect resolves if the target was not the source.
also restricted it to _target->isInPlay() i read through all the cards which use this and none of them targetted a source that was not in play, or not being moved to inplay...

2nd, found out today that certain activated abilities can use either target click or object click, find the difference between the 2 was impossible, exsample, {2}{t}:foreach(blah) add{b}
{t}:foreach(blah) add{b}
so i figured i would need to remove those foreach mana abilities from the stack and add that same code for the bottom half...after noticing that both the reactToClick and reactToTargetClick did EXACTLY the same things after the "cost" portion...i decided to create a new virtual int activateAbility the activatedAbility parent. this way incase i need to change any further code in there, both functions resolve the same. This was a nice lesson in why copy paste coding is stupid. you think you solved the bug becuase it works in one function call, but you actually didnt.
2011-04-17 17:01:58 +00:00
guzhenjie1@gmail.com
0e6aebe73d Corrected Soulbright Flamekin, Thalakos Deceiver, text of Ichor Wellspring and Vivisection. 2011-04-17 14:35:47 +00:00
guzhenjie1@gmail.com
cf9f29879d Corrected Akoum Battlesinger, Akroma, Angel of Fury, Haunted Angel and Spiteful Visions.
Fixed typo in Gossamer Phantasm and Nova Chaser.
2011-04-17 11:54:52 +00:00
wrenczes@gmail.com
00a8622ca2 Eliminated a spurious float to long conversion. 2011-04-17 06:26:52 +00:00
solo81@web.de
a6b15a41af Added Xantid Swarm and Llawan, Cephalid Empress. 2011-04-16 22:00:36 +00:00
omegablast2002@yahoo.com
6f070f8cd4 couple things here,
first enum'ed the variables of ADynamic class to make them easier to understand at a glance.
2nd
added stack resolves for the abilities in ADynamic, sword to Plowshare bug fixed
3rd
removing foreach mana producers from the stack, didn't realize they used the top portion of activated ability resolves, also added event sending for @tappedformana for foreach manaproducers.
4th,
in getcoreability if we're getting the core of a foreach, send the foreach->ability itself otherwise we go one layer too deep and end up throwing off the core completely.
2011-04-16 21:16:07 +00:00
Xawotihs
16bac823fe Fixed issue 630 2011-04-16 17:43:33 +00:00
Xawotihs
8bff724ac1 Fixed issue 631 2011-04-16 17:34:30 +00:00
omegablast2002@yahoo.com
6b0088eac8 changed aspect of the wolf...
added the following
Rushing River
Quietus Spike
Primal Growth
Phyrexian Scuta
Magma Burst
Infernal Contract
Heartless Hidetsugu
Floodgate
Eternal Flame
Ebonblade Reaper
Dwarven Landslide
Cruel Bargain
Catacomb Dragon
Blood Tribute
Banshee
Arctic Merfolk

these cards use the new naming system for other cost, and use the halfup/down subkeywords.
2011-04-16 17:02:43 +00:00
omegablast2002@yahoo.com
1b6991107b few changes here, mostly small bug fixes,
recoded altercost, its finally not using a dirty clean up.
this fixes the bug with it not effecting ai also and the bug where it was ineffective when combined with affinity creatures...

removed a aspect of the wolf class...
soft coded support for aspect of the wolf...using word variable subkeyword "halfup" and "halfdown"
it can go anywhere a parsable word vairable is stringing...i preffer the front of it...
these are Wparsedint subkeywords, not keywords you can use with standard abilities...
its meant to return half the varible rounds up, or down...

fixed player not losing with cantlifelose when they have 10 or more poison...the player should die.

reworked taplandformana, i send the main card as a target now, check against the cost if its affordable...anyways, i discussed this bool function a while back with devs and wololo saw the same issues i saw in it...he then removed it from being used as an if statement...i changed it back to an if statement with the new checks...we are either going to go back to a void, or go all the way bool, but not inbetween.
2011-04-16 17:00:51 +00:00
guzhenjie1@gmail.com
278e2f968c Corrected Avenging Angel. 2011-04-16 15:10:24 +00:00
solo81@web.de
6d4b0a507f Added Premium Deck Series: Frie & Lightning (PDF).
Added Duel Decks: Knights vs. Dragons.
2011-04-15 19:47:45 +00:00
omegablast2002@yahoo.com
2004414634 Welkin Guide correction...auto=2/2 && flying target(creature) ueot is incorrect coding...
it will welkin 2/2 and flying to a target creature...
2011-04-15 00:41:15 +00:00
omegablast2002@yahoo.com
cafeecb925 fixed a memleak introduced when the alternative effects were changed to activated the way they do in current, the issue was that it was returning null if it wasnt paid, however if the alternative lines contained a TC those are built WAY before we get to this point, there was no delete done if the ability returns as NULL. so the tc remains and becomes a memleak. 2011-04-14 19:39:50 +00:00
omegablast2002@yahoo.com
0a54d4cf09 fixed mogg flunkies. 2011-04-14 17:46:48 +00:00
omegablast2002@yahoo.com
9d52e4547e fixed a parsing error with tokengen, no actually my fault :P there was never a check if the end was the real end or not.
2nd, added this(blocking) in hopes to fix mogg flunkies and similar creatures.
2011-04-14 17:06:44 +00:00
guzhenjie1@gmail.com
115ad75c2f Reverted Honden of Life's Web. 2011-04-14 16:47:37 +00:00
omegablast2002@yahoo.com
38dc0b23a3 mogg flunkies had cantattack and cantblock even tho his code was already updated. 2011-04-14 16:38:58 +00:00
guzhenjie1@gmail.com
3a7e71151c Added "turnlimited" for following cards with ability "Whenever [this creature] becomes blocked, ...":
Bestial Fury
Chambered Nautilus
Corrupt Official
Deathcoil Wurm
Deepwood Tantiv
Deepwood Wolverine
Drelnoch
Duskworker
Dwarven Berserker
Escaped Null
Ferocity
Flint Golem
Gift of the Woods
Goblin Cadets
Goblin Swine-Rider
Groffskithur
Gustcloak Cavalier
Gustcloak Harrier
Gustcloak Runner
Gustcloak Savior
Gustcloak Sentinel
Gustcloak Skirmisher
Ignoble Soldier
Karplusan Wolverine
Laccolith Grunt
Laccolith Titan
Laccolith Warrior
Laccolith Whelp
Leery Fogbeast
Lim-Dul's Paladin
Lone Wolf
Norwood Warrior
Port Inspector
Pretender's Claim
Pride of Lions
Razorclaw Bear
Rhox
Sacred Prey
Saprazzan Heir
Saprazzan Raider
Silkenfist Fighter
Silkenfist Order
Slashing Tiger
Slith Strider
Snorting Gahr
Thorn Elemental
Tornado Elemental
Trained Cheetah
Unstoppable Ash
Vedalken Ghoul
Wolf Pack

Corrected Hidden Ancients, Nature's Will and a typo in text of True Conviction.
Changed Honden of Life's Web:
auto=@each my upkeep:token(Spirit,Creature Spirit,1/1)*type:shrine
 ==> 
auto=@each my upkeep:foreach(shrine|mybattlefield) token(Spirit,Creature Spirit,1/1)*1
Because the )*type:shrine will make token's toughness become number of shrine in my battlefield.
For example: If I have two shrines on my battlefield, it will produce two 1/2 tokens instead of two 1/1 tokens.

All tests passed, also manually tested over twelve "@combat(blocked,turnlimited)" cards which have different trigger effects, all of them works fine.
2011-04-14 16:19:46 +00:00
omegablast2002@yahoo.com
324f554b1f removed the added cards from todo. 2011-04-14 15:38:23 +00:00
omegablast2002@yahoo.com
fe3d09175c removed some copy paste coding i did from previous commit :/ i was lazy, tho it surprises me that i always take the route of copy paste when doing it the right way is far less to change or debugg is something goes wrong, guess im a creature of habit. 2011-04-14 15:26:19 +00:00
omegablast2002@yahoo.com
8c5499eaf3 angry mob code changed,
dragon whelp is now soft coded.
added
Ashling the Pilgrim
Farrelite Priest
Initiates of the Ebon Hand
Inner-Flame Igniter
Soulbright Flamekin
2011-04-14 15:04:19 +00:00
omegablast2002@yahoo.com
0fe7a46676 few things here,
first, tweaked some ai checks a bit.
small changes.

2nd, i removed the following classes,
APowerToughnessModifierUntilEndOfTurn
APowerToughnessModifierUntilEOT
ADragonWhelp
i replaced these with soft coded support for dragon whelps "sideffects" of using a ability more then a certain number of times...
syntax limit^the effect you want^the use it triggers on.
replaced both powertoughnessueot classes with a class which falls more along the lines of how we handle ueot abilitys...PTInstant, creates the wrapper with the ability and adds it to the game, rather then that jumbled mess that was previous version.

added support for "phaseaction[" phase words "my" and "opponent" so you can denote which players phases it will happen on. by default it automatically happens on both players turns when the phase matches.

modified a few things in phaseaction class...which correct a memory leak which could be created if the source of the phaseaction is destroyed before the phase action resolved. rather then storing an ability which is left floating in memory if phaseaction is destroy...i took a much safer route of passing the string of the ability directly to the phaseaction class...and i build the ability right when it is being used instead. makes much more sense.

angry mob is now fully supported. yay to removing nasty ugly workarounds!!!! and i mean UGLY.

dragon whelp is now fully soft coded. added the 5 or six other cards which do similar effects.
2011-04-14 15:02:17 +00:00
omegablast2002@yahoo.com
502bd280d8 "turn:" was off by one 2011-04-13 14:17:39 +00:00
guzhenjie1@gmail.com
c57795560f Corrected following cards:
Amphibious Kavu
Blood Frenzy
Brood of Cockroaches
Celestial Sword
Disintegrate
Engulfing Flames
Goatnapper
Hidden Spider
Lingering Death
Mogg Cannon
Nihilith
Puffer Extract
Sokenzan Spellblade
Somber Hoverguard
Tel-Jilad Wolf
Tolaria West
2011-04-13 13:42:40 +00:00
guzhenjie1@gmail.com
5b5a46d6b0 Corrected following cards with ability "At the beginning of the end step, ...":
Blitz Hellion
Glimmervoid
Glitterfang
Goblin Pyromancer
Mark of Fury
Pestilence
Pyrohemia
Stenchskipper
Thran Quarry
Viashino Cutthroat
Viashino Sandscout
Viashino Sandstalker
Withering Wisps

Fixed typo in following cards:
Bitterblossom
Mist Dragon
Teferi's Curse

Updated following cards:
Altar of Dementia
Cockatrice
Ersatz Gnomes
Hell's Thunder
Hellspark Elemental
Infernal Medusa
Spark Elemental
Starlit Sanctum
Thicket Basilisk
2011-04-13 13:22:04 +00:00
wrenczes@gmail.com
f143f6492d Added a method for determining during runtime whether the app is running threaded or not. 2011-04-13 06:31:54 +00:00
wrenczes@gmail.com
0c6400b24c A quick doc I cobbled together on how to set up on Windows to debug wagic via tethering to a psp. 2011-04-13 05:22:22 +00:00