Crossing fingers I didn't break anything major. The test suite passes, though I expect some edge case bugs to appear. Apologies in advance, I think this change is worth it.
Arrogant Bloodlord
Ceremonial Guard
Cinder Wall
Fog Elemental
Gemini Engine
Goblin Sappers
Rainbow Vale
Stoic Ephemera
Teferi's Veil
Thawing Glaciers
Time Elemental (only to "sacrifice", not to "damage:5 controller"! --> rules on Gatherer)
Undiscovered Paradise
Vebulid
Wall of Nets
2. Removed ", sourceinplay" from:
Wall of Tears
Following the rules, a creature blocked by Wall of Tears is indeed returned to owner's hand even if Wall of Tears has left the battlefield before the end of combat.
This is the same reason why several cards did not get ", sourceinplay":
Example case for not adding ", sourceinplay":
Tolarian Entrancer
"The control change has no duration; you’ll retain control of that creature until the game ends or until some other effect causes it to change control. It doesn’t matter if Tolarian Entrancer leaves the battlefield,
or if Tolarian Entrancer has already left the battlefield by the time the “at end of combat” ability triggers".
This is also true for all cards which have a certain effect on other creatures blocking or having been blocked by it.
3. Added "once" to:
Basalt Golem
Frostweb Spider
Joven's Ferrets
Wicker Warcrawler
- This is some Work in progress to make Wagic less "game" dependent.
This change especially is an attempt at moving away from some dangerous patents owned by some company.
It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation.
I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently.
In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete.
- Also fixed minor bugs I stumbled upon while developing
Also deleted "extraCostsIsCopy" from ManaCost - unused variable.
Overall, drops ManaCost from 148 bytes to 120 (which in turn reduces CardPrimitive's memory footprint by the same amount, since it encapsulates a ManaCost).
Blood Frenzy
Brood of Cockroaches
Celestial Sword
Goatnapper
Crazed Armodon
Dark Maze
Dragon Whelp
Farrelite Priest
Giant Caterpillar
Initiates of the Ebon Hand
Mogg Cannon
Puffer Extract
Rainbow Vale
Rukh Egg
Season of the Witch
Surprise Deployment
Transluminant
comparing counters to p instead of isAi(), and hope to close off an edge case where ai would get stuck cycling through setting the target of a may ability. caught it stuck 2 times while watching demo. i watched demo for close to an hour without seeing any adverse effect, and without getting stuck, tho this is so hard to debug, since there is no call stack loaded for this case when it happens.
first, subjecting manaproducers built unnested to the same restrictions/limits/sideffects as thier activated ability counterparts...
2nd
allowing either "," or " " to be a seperator for the variables in phaseaction so they can be used in transformer "newability"
if i recieve another bug about phaseaction, im scrapping it completely and recoding it from the ground up.
- Coded double-click and orientation change for Android
- Clean up debug code badly introduced in opengl code in r3529
- updated Qt project to link against boost on linux