1f83f21127
Erwan - version string update / replaced "beg for donation" text in game end screen
wagic.the.homebrew@gmail.com
2010-11-28 04:23:30 +00:00
52fce24bf8
Erwan - Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts.
wagic.the.homebrew@gmail.com
2010-11-28 04:15:58 +00:00
62e1dfa0d0
last adjustment for today, promise...Ai will now use tappers/untappers religously based on card ranking.
omegablast2002@yahoo.com
2010-11-27 20:47:34 +00:00
0dae942cd0
final adjustment, moved a couple things in the foreach and altered a condiation to suit unknown foreachs, generally its always a good idea to use these cards, since thier effects only get better and better.
omegablast2002@yahoo.com
2010-11-27 19:56:00 +00:00
7c7280a8de
forcing eff of ability modifying to 0 if creature already has it.
omegablast2002@yahoo.com
2010-11-27 19:29:18 +00:00
01d46fd0d1
changed the target checking function of lifer in Ai training, sometimes it would return the creature as the target and Ai would refuse to use it.
omegablast2002@yahoo.com
2010-11-27 18:53:52 +00:00
6467ab5aa8
reduced abilitymodify eff slightly increased base eff, added abilitygranted to activated.
omegablast2002@yahoo.com
2010-11-27 18:28:38 +00:00
e23e3d0728
more Ai training: use ability modifiers on creatures that dont already have the ability and prefferedly during first mains, use life altering cards as often as possible, improved foreach a little more, use untappers on card that are tapped that belong to Ai and tappers on cards that are not tapped that belong to player
omegablast2002@yahoo.com
2010-11-27 18:05:35 +00:00
76dc9a2379
Issue 533: restoring "glowing" effect of stars in menu items.
techdragon.nguyen@gmail.com
2010-11-27 16:57:14 +00:00
4f54425fb3
Added return and esc key as binding to MENU
Xawotihs
2010-11-27 16:08:11 +00:00
3151dfd348
Better Ai: Foreach training, reduced Eff on "levelingup" based on cards in hand/maxxed in 2nd main, added a selectAbility() call after lands are played and after all cards were searched if none were found to play. after much playtesting i found that if given the chance to find an ability BEFORE playing cards, Ai does dramatically better during a match, the same goes if its given a chance to find one after it looked for stuff to play.
omegablast2002@yahoo.com
2010-11-26 22:10:43 +00:00
75345469ee
File addition for my threading work. This has no impact on the build until I tie in my other changes.
wrenczes@gmail.com
2010-11-26 19:41:15 +00:00
5bb435d525
restoring rendering of stars
techdragon.nguyen@gmail.com
2010-11-26 11:22:05 +00:00
4951442499
Improved texture loading on iOS
Xawotihs
2010-11-25 23:18:57 +00:00
29805852c8
changed vertical scroller as per wololo's suggestion. Scroll speed is a function of the dt value gathered from Update() instead of ticks.
techdragon.nguyen@gmail.com
2010-11-25 16:39:22 +00:00
22b743ccdf
restoring scroller on main page to normal speed
techdragon.nguyen@gmail.com
2010-11-25 13:52:36 +00:00
e4c8469490
implemented vertical scrolling. created new class VerticalTextScroller to handle task display in deck selection screens modified detailed popup placement on deck selection screen to compensate for lack of border
techdragon.nguyen@gmail.com
2010-11-24 16:12:18 +00:00
2aa47cd68b
reverted the change i made, found specail cases where this cause bugs.
omegablast2002@yahoo.com
2010-11-24 14:40:06 +00:00
d1577ef35e
corrected an issue where the player was being offered interupt 2 times for "combat damage" not closing the ticket until i can get some help verifying that it covers all cases where it might be true.
omegablast2002@yahoo.com
2010-11-24 13:46:27 +00:00
de60166440
disabled popup border until solution can be made to work on PSP in an acceptable manner.
techdragon.nguyen@gmail.com
2010-11-24 00:35:57 +00:00
6ae7717de2
included debug files in Qt project
Xawotihs
2010-11-23 23:36:55 +00:00
7e37e68755
more iOS port fix
Xawotihs
2010-11-23 23:35:40 +00:00
a512b12014
fix for issue 527: Reinforcements definition caused AI to crash. ( buffer overflow of ability string for token )
techdragon.nguyen@gmail.com
2010-11-23 19:25:53 +00:00
1baf9776d5
Some additional boost headers required for linux thread support.
wrenczes@gmail.com
2010-11-23 19:05:23 +00:00
bce5b9e54b
Ai training: some Foreach training, optimizted the equip training to have Ai better use equipment, it should no longer leave equipment sitting around, enticed Ai into paying upcost on cards YAY! no more summon now and lose it next turn! :) enjoy.
omegablast2002@yahoo.com
2010-11-23 16:52:46 +00:00
b5ff86b14c
adding images for popup menu changes in previous check in
techdragon.nguyen@gmail.com
2010-11-23 14:03:02 +00:00
8d758d4775
Changed fps on desktop to run at 200 fps, changed mobile to start in fullscreen
Xawotihs
2010-11-22 22:58:57 +00:00
8c7e06b6dc
fix for issue found in forums with reinforcements. Not sure how wide spread the original coding will cause errors but this solution avoids it entirely.
techdragon.nguyen@gmail.com
2010-11-22 21:38:12 +00:00
b057532a2e
Fixed library include path in the Qt project on Windows
Xawotihs
2010-11-22 19:26:33 +00:00
22fd66493a
added in commas for abilities string. This was supposed to go into the last check in.
techdragon.nguyen@gmail.com
2010-11-22 15:54:15 +00:00
064dad3085
reverted ability/color parser for AATokenCreator. fixed color parsing error for Transformer classes
techdragon.nguyen@gmail.com
2010-11-22 09:51:36 +00:00
4c7b4f4df9
Fixed texture binding in JRenderer. Note that if we want to bind or rebind a texture, we should set mCurrentTex to the target texture id first. Otherwise, it can cause some display bugs in some situation as BindTexture() tracks down the mCurrentTex for an optimization.
linshier
2010-11-21 16:09:45 +00:00
e2659b63f1
Fixed a couple of sprintfs that wouldn't compile on Linux.
wrenczes
2010-11-21 04:11:23 +00:00
2b6469e391
Mouse support in deck editor
Xawotihs
2010-11-20 21:30:15 +00:00
f1a4f26c79
fixed unsigned vs signed int comparison for vector iteration.
techdragon.nguyen@gmail.com
2010-11-20 19:50:06 +00:00
7e55039b0a
* added hashmap for all basic abilities. * created three new utility functions that return a vector of matching abilities, colors and types * migrated all activated ability impl into AllAbilities.cpp. Perhaps we could break AllAbilities up into separate impl files for manageability? One for Activated abilities, another for triggers,etc
techdragon.nguyen@gmail.com
2010-11-20 19:41:26 +00:00
048ecb3324
Mouse support in Shop
Xawotihs
2010-11-20 17:46:53 +00:00
bf3d01ae74
Added linebreak support for JTTFont in JGE.
linshier
2010-11-20 15:40:53 +00:00
deea874591
Fixed the setsize bug for JTTFont in JGE.
linshier
2010-11-20 15:24:11 +00:00
c51321d292
Fixed makefile for Boost including on linux.
linshier
2010-11-20 15:13:16 +00:00
510b91935f
modified phase error statement to be more descriptive. Added phase name to message. It was previously showing only the index number which is unhelpful.
techdragon.nguyen@gmail.com
2010-11-20 11:49:28 +00:00
36d25441e2
* fixed some boundary conditions for menu initialization * changed # victories to be calculated value * removed nbVictories accessor
techdragon.nguyen@gmail.com
2010-11-20 10:11:06 +00:00
4a0965c853
Initial drop of Boost v1.44. This isn't the full library, just a subset that includes the more useful ones like shared_ptr and threads. Currently not wired into anything.
wrenczes@gmail.com
2010-11-20 07:52:11 +00:00
0c4b43a491
Added an additional clean option for stale versions of the precompiled header that might have been orphaned in the include folder.
wrenczes@gmail.com
2010-11-20 07:08:25 +00:00
e0872b852d
Fixed the PSP build. Turns out that the make file wasn't properly cleaning out the .pch file when running make clean. Also renamed JgeRect to JRect for consistency with other class definitions in JTypes.
wrenczes@gmail.com
2010-11-20 06:34:13 +00:00
3725958fc3
Fix mouse support in menus and first screen
Xawotihs
2010-11-20 00:33:37 +00:00
58abfaa8e6
Fixed crash on Linux introduced with the iOS patch
Xawotihs
2010-11-19 23:38:56 +00:00
6d855e6cda
fixed unsigned int comparison issue. Replaced int with size_t
techdragon.nguyen@gmail.com
2010-11-19 23:03:16 +00:00
5f70d1cff1
* Renamed AManaRedux to AAlterCost since the latter is more representative of the effect * moved more implementations from AllAbilities header file into the impl file.
techdragon.nguyen@gmail.com
2010-11-19 14:55:29 +00:00
76d5b57c1e
More VS2010 configuration changes - includes a boost include/lib path (not currently in the trunk), and new file additions/deletions.
wrenczes@gmail.com
2010-11-19 07:14:19 +00:00
e0da1b2565
added override to enable details view for Player deck selection screen.
techdragon.nguyen@gmail.com
2010-11-19 06:48:51 +00:00
f684795810
refactored menu classes fixed some layout issues with detailed info popup changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games.
techdragon.nguyen@gmail.com
2010-11-19 04:19:03 +00:00
4aaa93439a
code clean up. removed unneeded methods for stats generation synced stats info for mana curve on detailed display on deck selection screen so only up to Constants::STATS_MAX_MANA_COST+1 is used instead of the currently hard coded 15.
techdragon.nguyen@gmail.com
2010-11-19 03:18:48 +00:00
c3f99786fc
Don't draw counter text when the draw mode is kHidden; removed two unused member functions.
wrenczes
2010-11-19 01:30:00 +00:00
f7bcbb42dc
Erwan - had some problems compiling for the PSP. I assume I was the only one, please let me know if the "include JLogger" lines are not needed (they were needed for me) - Fix a memory leak when playing in "random deck" mode - Prevent the AI from playing cards with a cost it cannot understand (ExtraCosts with a target).
wagic.the.homebrew@gmail.com
2010-11-18 14:04:24 +00:00
c79fdcbf50
Fixed several cards.
solo81@web.de
2010-11-15 21:03:09 +00:00
b0c826ca01
Fixed the crash I just introduced when buying boosters.
wrenczes
2010-11-15 16:32:48 +00:00
1317eb0d29
J : * Add multilingual support for utf-8. * Use japanese as a test case (removing the old tentative support). * A number of shortcomings affect this code. + Bugs : - This splits algorithms used to determine the length of a string and to render it in two: either the string starts with an ascii char and the monobyte, variable-space algorithm is used, or it does not and a multibyte but fixed-space algorithm is used. This shortcoming also exists in the code to support chinese. - From the above comes the biggest limitation: any string that starts with an ascii character but include non-ascii characters will not be rendered correctly. - This does not and cannot support chars outside the BMP. This probably won't matter, ever. + Todos, fixmes, wishlist : - Single-width characters with diacritics are reported as double-space chars. It doesn't matter too much at the moment, but should be fixed in the future. - Font support currently only includes japanese. + Performance and compatibility notes : - Chinese code has not been switched to utf-8, to maintain backward compatibility. We should switch it at some point in the future, but ponder the right way to do it first. - Retaining the support for chinese with a non-international charset hurts performance (by making some methods uselessly virtual). * Still, this generally works and is extensible (it can be used to implement korean, traditional chinese, etc, without any more code). Implementing languages with diacritics needs an improvement of the bool doubleWidthChar() method.
jean.chalard
2010-11-14 16:24:29 +00:00
27fd107208
1st step in refactoring some of the card rendering logic - currently, each 'client' has duplicated code having to deal with how to render the full card graphic vs text mode vs using a 'back' image if a card isn't found. This is a first pass at consolidating some of that logic to one location - the ultimate goal being, eventually, the resource cache will actually own the notion of whether it's handing out a real card image or a default filler if the card isn't available, and the client code rendering the card should be oblivious.
wrenczes@gmail.com
2010-11-14 08:15:26 +00:00
e758c7eea1
Erwan - trim long deck names in deck editor/ deck selection - fixed a bug were the background was rendered in the items loop of the deck selection screen
wagic.the.homebrew@gmail.com
2010-11-14 02:25:01 +00:00
b934f0a5ab
Erwan - reimplement r2609 with inheritance, and cleaned up the function code.
wagic.the.homebrew@gmail.com
2010-11-14 01:35:26 +00:00
d668fbb45c
- unix endings for GameStateDeckViewer.h - fix for issue 509 (font color was incorrect at end of some tests) - Fixed Dregscape Zombie (fix for test unearth3.txt)
wagic.the.homebrew@gmail.com
2010-11-14 01:15:46 +00:00
fe9c43bc81
Fixed the makefile - the precompiled header additions I previously made wasn't quite syntactically correct, causing unnecessary rebuilds of untouched object files. Now only touched cpps will be rebuilt as expected.
wrenczes@gmail.com
2010-11-13 08:53:22 +00:00
2c1e18050c
had to add this to prevent crashing in the shop from buying a booster, i understand the need to reduce code but does every single function have to share every other classes functions? this was originally supposed to be a tiny change, but there was no way to define the difference between the card display used by shop and the ones used by grave and library.
omegablast2002@yahoo.com
2010-11-12 19:12:19 +00:00
f24a7410db
Roc egg was reported to have been a uncommon card, was incorrectly listed as a rare in the card.dat.
omegablast2002@yahoo.com
2010-11-12 18:41:02 +00:00
6adf96e20c
added up and down to the buttons that can close a card display box. now while in graveyards, opponentshand, libraries, if you pressed up or down rather then being tossed into the card selector zones above or below it will close the box and move to the new area.
omegablast2002@yahoo.com
2010-11-12 18:35:22 +00:00
71b0a7dee4
Exuberant Firestoker tweaked, appears to work just fine, please let me know if any futher issues ariase from this. Issue: 458
omegablast2002@yahoo.com
2010-11-12 17:35:28 +00:00
e2d9662845
Quirion Ranger was coded with untap land instead of creature. Issue: 510
omegablast2002@yahoo.com
2010-11-12 17:28:06 +00:00
49726799ff
updated comment on maxlevel
techdragon.nguyen@gmail.com
2010-11-12 11:55:43 +00:00
7aa76630fa
changing leveler coding to use "maxlevel" syntax as "level=" is not supported.
techdragon.nguyen@gmail.com
2010-11-12 10:01:20 +00:00
2d546f111a
corrected casting cost for Argentum Armor, it should be {6} not {2} removed duplicate entry for Oblivion Crown. I'm assuming the def with "teach" is the correct one.
techdragon.nguyen@gmail.com
2010-11-12 08:16:40 +00:00
f16192f685
added in missing tests for primeval titan and sun titan. ( these were not added on initial change ) fixed definitions for sun titan and primeval titan. ( these were clobbered with the latest changes. )
techdragon.nguyen@gmail.com
2010-11-11 17:05:28 +00:00
87f31121f5
Fixed Pentad Prism and Yomiji, Who Bars the Way.
solo81@web.de
2010-11-11 11:52:25 +00:00
708b82b060
changed manaredux to altercost to match parser
techdragon.nguyen@gmail.com
2010-11-11 07:15:33 +00:00
7d291747a1
changing keyword manaredux to altercost as it is more misleading for manaredux to also mean cost increase. altercost is more representative of the actual effect than manaredux.
techdragon.nguyen@gmail.com
2010-11-11 07:14:49 +00:00
f73da58a9a
reinstating new manaredux syntax as the last update clobbered the changes.
techdragon.nguyen@gmail.com
2010-11-11 07:01:15 +00:00
8ad597f565
Fixed the swizzle functions for the PNG loading support in JGE. (This is a psp-only fix, it has no impact on the win build.)
wrenczes@gmail.com
2010-11-10 23:50:26 +00:00
b5e451d529
Added 130 successfully tested cards, mainly based on rev2554 (!!THANK YOU ZETH!!)
solo81@web.de
2010-11-10 22:00:16 +00:00
eff32303c7
changed the MENU_FONT size to 1.0f until mike can find a nicer solution to the menu text font size issues. THIS WASNT A PROBELM UNTIL THE FONT WAS CHANGED!!!!! find out what this font is missing that the other font had!!!
omegablast2002@yahoo.com
2010-11-10 19:34:28 +00:00
0773e9470b
seperated a varible that determined the amount of sliding of cards based on how many noncreatures and nonland cards you had.
omegablast2002@yahoo.com
2010-11-10 19:32:37 +00:00
f4fddda4ab
Sidecar fix for the Deck menu hang bug: now the psp doesn't hang, but it goes to a crawl as we keep trying to reload the image on every render. Added a stopgap so that if we fail, we don't try to load the background anymore. To be reverted once we fix the PNG load failure on low memory.
wrenczes@gmail.com
2010-11-10 02:43:28 +00:00
eea91e9a1a
Two changes here:
wrenczes@gmail.com
2010-11-10 02:24:39 +00:00
2c3e1b551b
1) When "Cancel" from the 2nd deck selection was introduced, proper clean up was not implemented of the player information. It was only handled at the end of the game or when somebody quit in the middle of a game. Nothing was done if somebody wanted to choose a differnet Player deck. 2) making clean up of objects a little more explicit in the mtggamezone and GameStateDuel objects
techdragon.nguyen@gmail.com
2010-11-10 00:56:30 +00:00