commented out this
commented out the the spelltargettypes (I think I added these before for debugging purposes)
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@@ -795,7 +795,7 @@ void GameObserver::gameStateBasedEffects()
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{
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{
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if(card->target && !isInPlay(card->target))
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if(card->target && !isInPlay(card->target))
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players[i]->game->putInGraveyard(card);
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players[i]->game->putInGraveyard(card);
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if(card->target && isInPlay(card->target))
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/*if(card->target && isInPlay(card->target))
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{//what exactly does this section do?
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{//what exactly does this section do?
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if(card->spellTargetType.find("creature") != string::npos && !card->target->hasType("creature"))
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if(card->spellTargetType.find("creature") != string::npos && !card->target->hasType("creature"))
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players[i]->game->putInGraveyard(card);
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players[i]->game->putInGraveyard(card);
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@@ -807,7 +807,7 @@ void GameObserver::gameStateBasedEffects()
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players[i]->game->putInGraveyard(card);
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players[i]->game->putInGraveyard(card);
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if(card->spellTargetType.find("planeswalker") != string::npos && !card->target->hasType("planeswalker"))
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if(card->spellTargetType.find("planeswalker") != string::npos && !card->target->hasType("planeswalker"))
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players[i]->game->putInGraveyard(card);
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players[i]->game->putInGraveyard(card);
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}
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}*/
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if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card) && !card->has(Constants::AURAWARD))//protection from quality except aura cards like flickering ward
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if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card) && !card->has(Constants::AURAWARD))//protection from quality except aura cards like flickering ward
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players[i]->game->putInGraveyard(card);
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players[i]->game->putInGraveyard(card);
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}
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}
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