Added Input stackability.

Fixed Angle of Despair to say What you're going to do to the "target permanent",
Drekvac from "Discard a card, then sacrifice Drekvac if discarded card was a creature" to original "you may discard noncreature card. If you choose not to(buttonUtil.enableOnlyCancel), sac Drekvac"
Fixed mana curve smoothing: now AI land smoothing will simply print an error line and continue if there isn't enough land to smooth.
This commit is contained in:
jendave
2011-08-06 02:47:39 +00:00
parent 19dae61e1e
commit 7dbe8ea57a
6 changed files with 20 additions and 213 deletions

View File

@@ -2745,18 +2745,21 @@ public class CardFactory_Creatures {
public void showMessage()
{
AllZone.Display.showMessage("Discard from your hand a non-creature card");
ButtonUtil.disableAll();
ButtonUtil.enableOnlyCancel();
}
public void selectCard(Card c, PlayerZone zone)
{
if(zone.is(Constant.Zone.Hand))
if(zone.is(Constant.Zone.Hand) && c.isCreature())
{
AllZone.GameAction.discard(c);
if(c.isCreature())
AllZone.GameAction.sacrifice(card);
stop();
}
}
public void selectButtonCancel()
{
AllZone.GameAction.sacrifice(card);
stop();
}
};//Input
final SpellAbility ability = new Ability(card, "0")
@@ -10737,7 +10740,7 @@ public class CardFactory_Creatures {
if (all.size() != 0) {
if(card.getController().equals(Constant.Player.Human)) {
AllZone.InputControl.setInput(CardFactoryUtil.input_targetSpecific(ability, all, "Select target permanent.", true));
AllZone.InputControl.setInput(CardFactoryUtil.input_targetSpecific(ability, all, "Select target permanent to destroy.", true));
ButtonUtil.disableAll();
}
else if (card.getController().equals(Constant.Player.Computer)) {