Commit Graph

2718 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
cb7ecbc0e9 updated thelon of havenwood to use exile cost. 2011-01-06 12:42:57 +00:00
guzhenjie1@gmail.com
532261d36c Fixed Thelon of Havenwood reported in forum by Niegen and Knight Token from Waylay:
1. Fodder Launch
2. Knight Token from Waylay
3. Sword of Kaldra
4. Thelon of Havenwood

Changed following cards which can produce multiple kinds of tokens to make them display token images correctly: 
1. Bestial Menace(WWK)
2. Decree of Justice(SCG)
3. Fable of Wolf and Owl(EVE)
4. One Dozen Eyes(MRD)
5. Sarpadian Empires, Vol. VII(TSP)
6. Wand of the Elements(DST)
7. Wurmcoil Engine(SOM)

Added the following token in their _cards.dat:  

1. DST (Wand of the Elements):
Blue Elemental Token(id=-4977511)
Red Elemental Token(id=-4977512)

2. EVE (Fable of Wolf and Owl):
Green Wolf Token(id=-15208711)
Blue Bird Token(id=-15208712)

3. MRD (One Dozen Eyes):
Beast Token(id=-4838511)
Insect Token(id=-4838512)

4. SCG (Decree of Justice):
Angel Token(id=-4514111)
Soldier Token(id=-4514112)

5. SOM (Wurmcoil Engine):
Wurm Token with Deathtouch(id=-20787511)
Wurm Token with Lifelink(id=-20787512)

6. TSP (Sarpadian Empires, Vol. VII):
Citizen Token(id=-11492111)
Camarid Token(id=-11492112)
Thrull Token(id=-11492113)
Goblin Token(id=-11492114)
Saproling Token(id=-11492115)

7. WWK (Bestial Menace):
Snake Token(id=-19784311)
Wolf Token(id=-19784312)
Elephant Token(id=-19784313)

You also need abrasax's image set and rename or add following tokens' pictures:
1. DST (Wand of the Elements):
Blue Elemental Token: Rename to 4977511t
Red Elemental Token: Rename to 4977512t

2. EVE (Fable of Wolf and Owl):
Green Wolf Token: Rename to 15208711t
Blue Bird Token: Rename to 15208712t

3. MRD (One Dozen Eyes):
Beast Token: Rename to 4838511t
Insect Token: Rename to 4838512t

4. SCG (Decree of Justice):
Angel Token: Rename to 4514111t
Soldier Token: Rename to 4514112t

5. SOM (Wurmcoil Engine):
Wurm Token with Deathtouch: Rename to 20787511t
Wurm Token with Lifelink: Rename to 20787512t

6. TSP (Sarpadian Empires, Vol. VII):
Citizen Token: Rename to 11492111t
Camarid Token: Rename to 11492112t
Thrull Token: Rename to 11492113t
Goblin Token: Rename to 11492114t
Saproling Token: Rename to 11492115t

7. WWK (Bestial Menace):
Snake Token: Rename to 19784311t
Wolf Token: Rename to 19784312t
Elephant Token: Rename to 19784313t
2011-01-06 12:33:26 +00:00
solo81@web.de
2e20ffd99b Fixed Rakdos Pit Dragon.
This fixes issue555.
2011-01-04 10:58:44 +00:00
Xawotihs
2e4f8b2326 Fixed permissions of the resources 2011-01-02 00:01:33 +00:00
omegablast2002@yahoo.com
925c159cef readded deck 101, doc accidently commited a different deck 101 2011-01-01 11:50:15 +00:00
solo81@web.de
c3477f64aa Fixed Dark Depths.
This was a bug reported by a guy in the forum: Dakr Depths produced a token every time it hit the graveyard, even it it had a counter on it. ^^


[card]
name=Dark Depths
auto=counter(0/0,10,Ice)
auto={3}:(counter(0/0,-1,Ice) all(this) && bury all(dark depths[-counter{0/0.1.Ice}])
auto=@movedTo(mygraveyard) from(dark depths[-counter{0/0.1.Ice}]|myBattlefield):token(Marit Lage,legendary creature avatar, 20/20,flying,indestructible,black)
text=Dark Depths enters the battlefield with ten ice counters on it. -- {3}: Remove an ice counter from Dark Depths. -- When Dark Depths has no ice counters on it, sacrifice it. If you do, put a legendary 20/20 black Avatar creature token with flying and "This creature is indestructible" named Marit Lage onto the battlefield.
type=Legendary Snow Land
[/card]
2011-01-01 11:26:17 +00:00
guzhenjie1@gmail.com
937e1c2f5c Fixed Consuming Bonfire, Honorable Scout and Piety Charm. 2010-12-31 16:38:03 +00:00
Xawotihs
692be829fa Updated maemo packaging files for 0.14.1 release 2010-12-30 22:13:10 +00:00
Xawotihs
cab5b973ac Changed the Res installation paths on Maemo and added a Res.txt to reference them 2010-12-30 22:08:42 +00:00
guzhenjie1@gmail.com
552603e7a0 Fixed two typo of Enclave Cryptologist and Undead Warchief reported by Niegen in forum. 2010-12-30 13:54:47 +00:00
guzhenjie1@gmail.com
b38716a9e8 Reverted Master Transmuter 2010-12-30 13:41:45 +00:00
guzhenjie1@gmail.com
bc89b275a3 Fixed Master Transmuter reported in forum:
1. Master Transmuter: 
auto={H(artifact|mybattlefield)}{U}{T}:moveTo(mybattlefield) notatarget(artifact|myhand)
 ==> 
auto={H(artifact|mybattlefield)}{U}{T}:token(-17925211)

Added following card for Master Transmuter: 
[card]
name=Master Transmuter's Artifact
auto=@movedTo(this|exile) from(Battlefield):may moveTo(mybattlefield) notatarget(artifact|myhand)
auto=moveto(exile)
id=-17925211
type=Nothing
[/card]

Other fixed cards: 

1. Aysen Highway
2. Hoverguard Sweeper's 2nd Bounce
3. Novijen, Heart of Progress
2010-12-30 10:50:19 +00:00
leungclj@googlemail.com
434d527833 leungclj - correction of last submission 2010-12-29 13:06:51 +00:00
leungclj@googlemail.com
0311cfd1eb leungclj - Added test for indestructible, also submitted issue for indestructible bug. Please refer to "indestructible_2_i569.txt" 2010-12-29 12:55:44 +00:00
wrenczes@gmail.com
f2f9ae3168 Renamed ensureOpponentMenu() => ConstructOpponentMenu() for clarity. 2010-12-29 11:04:37 +00:00
Xawotihs
11b65fe006 Added default options.txt for both settings and player. They are named options.orig.txt. 2010-12-28 23:29:31 +00:00
Xawotihs
dc0c7afd20 Updated dependencies of maemo package control 2010-12-28 23:17:19 +00:00
wrenczes@gmail.com
961d6191dc Out of paranoia (since I haven't compiled against Linux), switch out min() for our defined version of MIN. 2010-12-28 06:37:35 +00:00
wrenczes@gmail.com
2cb95076a0 Revert unwanted additions from Intel Amplifier profiling to the VS 2010 project files. AnkhSVN strikes again! 2010-12-28 06:34:33 +00:00
wrenczes@gmail.com
9005fd7af7 Fixed a problem I noticed after adding Z's 6 new decks to my res folder: if the number of AI decks wasn't a multiple of 10, the game would slow to a crawl, since there was a check that compared the number of actual decks against the number of unlocked AI decks (which is always incremented by 10 when new decks are unlocked) to determine whether the list of AI deck names should be refreshed or not. This was a pointless check, since we can load all the names once, and simply use the unlocked AI count value when determining what decks to allow to be used during random match playing.
This change restores the performance on psp back to where it was with 0.13.1, where the ai deck number happened to be a neat 100 count.
2010-12-28 06:31:50 +00:00
techdragon.nguyen@gmail.com
814993ac1c tools for generating supported card list 2010-12-27 09:22:52 +00:00
techdragon.nguyen@gmail.com
6cf5212bab fixed definition for Acid Web Spider. Card states "may destroy", definition forced destruction. 2010-12-25 01:10:06 +00:00
omegablast2002@yahoo.com
6f51c4f36f name=world slayer
auto=@damaged(player) from(mytgt[attacking]):destroy all(other *|battlefield)
====>
@combatdamaged(opponent) from(mytgt):

i added this trigger ages ago :)

name=Talon of Pain
auto=@damaged(opponent) from(other *|battlefield,mystack):counter(0/0,1,charge)
====>
name=Talon of Pain
auto=@damaged(opponent) from(other *|mystack):counter(0/0,1,charge)
auto=@damaged(opponent) from(other *|mybattlefield):counter(0/0,1,charge)
2010-12-24 20:56:51 +00:00
guzhenjie1@gmail.com
df14ae3b85 Fixed following cards according Zethfox's reminding:
1. General's Kabuto
2. Lightning Greaves
3. Neurok Stealthsuit
4. Whispersilk Cloak
5. Darksteel Garrison
6. Shield of Kaldra

Fixed following cards according MTG rules:

1. Lord of the Pit
2. That Which Was Taken
3. Vigor
4. Worldslayer
5. Yomiji, Who Bars the Way

Other fixed cards:

1. Magebane Armor
2. Talon of Pain
2010-12-24 13:19:33 +00:00
Xawotihs
b3fb8022a0 Deactivated the QImage code as it causes problems on win7 and vista. This implies that the Qt version still depends on libjpeg, libpng and libgif 2010-12-23 07:57:50 +00:00
Xawotihs
6fde01fe03 not defined => !defined 2010-12-21 11:19:42 +00:00
Xawotihs
ad348b2466 Bumped version to 0.14.1 in the Qt project 2010-12-20 21:58:47 +00:00
techdragon.nguyen@gmail.com
840e6e078f initialized stats information so that PSP can render it properly when keypress is too quick on the player deck selection screen. 2010-12-20 01:53:39 +00:00
omegablast2002@yahoo.com
d8d4977e5b fixed a rare crash when more then one creature had either treason or unearth in the battlefield at the same turn...they would be put in graveyard and the z->nbcards would change in value, meaning that the incrementer was now able to accidently step out of the vector and hit an invalid pointer. now once it hits the bottom of each pass if the number of cards changed in the field start the cycle over. 2010-12-19 21:20:30 +00:00
wagic.the.homebrew@gmail.com
9d68164132 Erwan
- Adding Zethfox's AI decks
- bumping version to 0.14.1
2010-12-19 08:37:26 +00:00
Xawotihs
3459a04d2a Final fix for maemo dependency and fix the release of keys in the Qt frontend 2010-12-18 19:37:16 +00:00
wrenczes@gmail.com
9ea61766cd At the risk of being mildly obnoxious, inserting my handle into the dev list. (Anybody else missing from the credits?) 2010-12-18 06:04:02 +00:00
wrenczes@gmail.com
62fa860da4 Split out a different keybindings string if QT_CONFIG is defined. This should prevent key collisions between the different Win32 builds. 2010-12-18 05:55:03 +00:00
wrenczes@gmail.com
ba975d1b37 When I consolidated the two duplicate lord string sets, the ordering of 'prelords' wasn't the same as 'lords'. I didn't realize that it mattered when I picked the first set of the two. Reinstated the 'lords' ordering, so far all the cases that broke are working again. I've left in the 'prelords' variant in, stubbed out, in case we encounter a reason why this is still required. 2010-12-18 04:01:13 +00:00
wrenczes@gmail.com
c7666a933a Revert changes to CardSelector. This wasn't meant to be part of my previous check in, another case of AnkhSVN selecting a file automatically for submission when it was in a different changelist. Sorry! 2010-12-18 03:47:52 +00:00
guzhenjie1@gmail.com
64eefeb0f4 Fix Genju of the Fields and Grand Arbiter Augustin IV. 2010-12-18 03:38:38 +00:00
wrenczes@gmail.com
e4dd50766f Reverting/reworking Mike's change on thises/prelords. Zeth says that this is crashing on psp - while sizeof(string) shouldn't eval to 0, I don't fully trust this to evaluate correctly on psp, so I'm reverting out the change. Since these are staticly sized arrays, there's no point in trying to calculate their size programatically. (If they were true dynamic containers, then it would make more sense, but then you'd simply call size() on them anyway.)
While at it, moved the string arrays to be global const declarations - there were two duplicate sets of keywords for lords, and they were being created/destroyed on each call to parseMagicLine.  No point in constantly reallocating these strings, we know we're going to contantly reuse them.
2010-12-18 01:59:07 +00:00
omegablast2002@yahoo.com
d2a96e69df few small items, first since card view are now correctly null'ed, i ran into a few cases while watching demo mode where the game would trigger a stop on the battle hint that uses card views, apon checking the card view would be null at the time. so added a condiational check to prevent the game from trying to alter a null'ed pointer.
2nd, added a block out for optimizedhand in demo mode, ie any time its cpu player vs cpu player, noticed demo was starting matches with no cards.

3rd, added a hackish workaround to allow Ai to get eff returns on abilities using the all(this) lord workaround to target the source. Ai was not getting any returns on these abilities. now basically if the ability is a lord && !target...lets calculate this as tho source == target....
2010-12-17 20:59:08 +00:00
solo81@web.de
f5aa68b330 Fixed Hell-Bent Raider. 2010-12-17 18:46:33 +00:00
omegablast2002@yahoo.com
681f4ddc0e recommiting this, some of my testing stuff snuck in last commit. 2010-12-16 22:23:44 +00:00
wrenczes@gmail.com
60078c34c7 Additional fix to go along with r2834 - the previous fix revealed an ugly interdependency between CardView and MTGCardInstance. Neither object owns the other, but they each have a pointer reference to each other, which is a recipe for disaster if not managed correctly. I had fixed half of the problem, where the status of a CardView being destroyed wasn't reflected in the MTGCardInstance; meanwhile, it introduced another problem where if the MTGCardInstance was destroyed first, the CardView would crash when trying to do the cleanup.
This is a classic example of why naked pointers suck!  The right way to fix an interdependency would be to have these objects hold onto weak references to each other. But that's way too big a change at this point in time, so I've added this ugly hack instead.

This will fix an intermittent crash when either accessing the library or exiting a match.
2010-12-16 21:17:18 +00:00
Xawotihs
02fcf48869 Fixed maemo zlib dependency 2010-12-16 20:11:07 +00:00
Xawotihs
eaeb9cc2a6 Fixed for issue 564. Now we do nothing if we use the "menu key" in the language selection menu. 2010-12-16 18:36:07 +00:00
omegablast2002@yahoo.com
4458e61b75 2 things, moved poison count wingame to the top with the life, there were cases where it wasnt respecting "cantlose" cards. and 2nd gave Ai *some* direction as to what to do with poison counters. i saw him place poison counters on himself to death in a single round...its was embarrassing. 2010-12-16 16:09:35 +00:00
techdragon.nguyen@gmail.com
84e4213615 fixed sizing issue. I keep forgetting array size calculation in C++ isn't just a property like in other languages. Sorry guys. 2010-12-16 14:13:09 +00:00
techdragon.nguyen@gmail.com
e600c34852 changed ints to size_t for psp compilation warnings. 2010-12-16 13:47:39 +00:00
techdragon.nguyen@gmail.com
afdeae6901 fixed some formatting issues.
changed conditional for lord and thises evaluation from hardcoded value to length of the array being evaluated.  This doesn't change current functionality, but minimizes code change if these arrays were ever to change in size.
2010-12-16 12:53:48 +00:00
techdragon.nguyen@gmail.com
038fef7742 issue 561
initialized deck stats number.  The value wasn't being initialized correctly and thus retained the last set of values for a given deck.
2010-12-16 12:50:01 +00:00
wrenczes@gmail.com
1cc516193e Sidecar fix to the CardView change: running the test suite revealed a few other places where bad assumptions were being made that an event's card view pointer was legitimate. Now they properly evaluate whether the view is null and adjust accordingly. 2010-12-16 09:41:14 +00:00
wrenczes@gmail.com
87909bed08 Fix for issue 550, heap crashed game in turn 6.
The core problem I fixed was in CardView's (missing) destructor - on construction, a CardView will set itself as a member of its parent CardInstance, so it stands to reason that when it's about to be destroyed, it should do the inverse and remove itself in the same fashion from its parent.   This explains why weird graphic glitches were seen when casting Animate Dead on cards in a graveyard - the position data it was trying to use was already deleted from memory (a cardview is deleted on cleanup at the end of a turn if it's gone to the graveyard), but no one nulled out the deleted card view reference from the instance, so we'd access invalid data.

Some peripheral changes in this checkin:  two helper functions in CardGui (GetCenterX, GetCenterY)  that are part of my navigation patch are included.  They're unused in the current code base, so this has zero impact. (I'm only checking them in as it's more work than it's worth to refactor them into a separate changelist.  The core of the nav patch requires my mods to Closest.cpp / CardSelector.cpp to have any effect.)  I also included a helper function in the debug routines to spit out hex pointer addresses in trace outputs, which I used to chase down this bug.
2010-12-16 09:32:42 +00:00