2) I opened each of the above .dck files in a text editor and made sure that the deck name include within these files matches the file name.
3) I opened the "easy.txt" and "medium.txt" and "hard.txt" files in a text editor and made sure that the decks names listed in these three files match the new file name.
4) I launched Forge and went into the quest mode deck editor and I did not receive any errors about missing/miss-named decks.
1) added Wanderlust from original limited base set
2) fixed Feedback and Warp Artifact
There is code consolidation that can happen here. More changes to come.
1) The AI was using Daru Encampment to buff non-Soldier and non-Changeling type creatures. I think that I have fixed this bug.
2) The human can only buff Soldiers and not creatures with changeling. I think that I have also fixed this bug.
It will accept keywords of the form:
Enchant <type> [Curse]
Enchant - all will have this
<type> - currently [Artifact, Creature, Land, Enchantment]
[Curse] - if this word is present, AI will target human's permanents.
This allows (for example) for Blight to be implemented as:
Blight
B B
Enchantment Aura
When enchanted land becomes tapped, destroy it.
Enchant Land Curse
And all you have to do it add the appropriate resolution code to GameActionUtil.executeTapSideEffects():
Control Magic
Mind Control
2) Added these cards via keyword to the top of the cards.txt file:
Binding Grasp
Control Magic
Mind Control
Mind Harness
Persuasion
Threads of Disloyalty
Treachery
Yavimaya's Embrace
3) Added the missing LQ pic urls for the above cards.
4) Commented out the code block for:
Control Magic
Mind Control
and I moved this code to the section of code converted to keyword.
5) Added a short block of code to the top of CardFactory_Auras.java.
6) Added a long section of code at the bottom of CardFactory_Auras.java. This code is for the new enControlCreature keyword.
Nothing is hooked up, so there should be no functional change in Forge at all.
basics:
1) support to make Color an Enum (Colorless is not included, use card.isColorless() instead
2) make color checking a part of Card.java instead of using CardUtil.getColors(card)
3) add getConvertedManaCost functions directly in Card.java (Note: CardUtil will likely still need a copy of some of this code to get the converted mana cost of spell abilities