- Card Primitives system. Check Royal Assassin in RV, 10E, M10
- Please review, is sets/primitives a good directory? Should we rename MTGCard into "CardPrint"?
- Unfortunately for now it is not possible to "override" a Primitive. A card that links to a primitive but also defines new "values" will create its own data and ignore the data in the "linked" primitive for the time being. I hope to solve that at some point...
Limitations:
- Operators for "greater than", "less than", "unequal" have not been implemented, but if a card actually needs them, you can use a preceding minus sign to negate a comparison. Example: -power=3 means "power not equal to 3", -toughness<=3 means "toughness>3".
- You can't use spaces when specifying such restrictions. Write "power<=3" instead of "power <= 3"
- You now need to use a space before the "<" and ">" commands that count the matches for lord(), foreach(), all() and aslongas(). So far we always did use spaces in front of them without actually needing to, now we need to.
- manacost restrictions don't take "X" costs into account. Example: Mistmeadow Skulkin (FUT) has protection from manacost>=3. Blaze has a converted manacost of 1, but when you cast it with an X of 2, then it actually has a converted manacost of 3 while on the stack, and Mistmeadow Skulkin would be protected from it, but currently it isn't.
Please review the code, I'll add a few remarks/questions of my own.
* Fix a bug where valid directories would be ignored and invalid ones
would be accepted for profiles and themes.
* Fix a compilation fault when compiling in debug mode.
Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
-fix issue 161 (brass man can untap outside of upkeep). Use "myUpkeepOnly" keyword. Other keywords such as "myDrawOnly" of course work. Haven't implemented "opponent" yet, is it needed ?
- fix issue 168 (kudzu)
- Fix issue 162 (copy VS shroud). This fix introduces a new keyword: NotATarget() instead of Target(). (Which was the best way for me to keep some kind of backward compatibility/ not alter the code too much / fix the bug)
- fixed divergent growth (issue 243). Unfortunately the underlying issue is quite complex, and Wagic doesn't handle it very well. Basically, all "until end of turn" effects run the risk of being partially deleted before the end of the turn, leading to segfaults or memory leaks. This is because some abilities' "clone" method doesn't actually clone them entirely... The fix for divergent growth is a hack that works only for lords+mana producer combination, but I need a more "generic fix" in the long run...
- fix a memory leak with "Prevent All combat damages" ability
- Fix issue 242 (Equip can be used outside of the main phases)
- introducing "attach" keyword. Same as equip but can be used anytime. Untested
- introducing "asSorcery" keyword. Can be used the same way as "myTurnOnly" on activated abilities to restrict their usage. Untested. Other similar keywords will follow, please let me know which ones would be useful
- 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 :)
- 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=
-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.