Erwan
- I DID NOT TEST THESE CHANGES, I Don't know if this revision compiles - Merged my code with r21 from Abrasax (I had mistakenly removed some of his changes)
This commit is contained in:
@@ -2759,8 +2759,66 @@ public:
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}
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};
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// GiveLifeForTappedType
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// People of the Woods
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class APeopleOfTheWoods:public ListMaintainerAbility{
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public:
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APeopleOfTheWoods(int _id, MTGCardInstance * _source):ListMaintainerAbility(_id, _source){
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}
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int canBeInList(MTGCardInstance * card){
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if (source->controller()->game->inPlay->hasCard(card) && card->hasType("forest") ) return 1;
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return 0;
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}
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int added(MTGCardInstance * card){
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source->addToToughness(1);
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return 1;
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}
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int removed(MTGCardInstance * card){
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source->addToToughness(-1);
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return 1;
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}
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};
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//Abomination Kill blocking creature if white or green
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class AAbomination :public MTGAbility{
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public:
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MTGCardInstance * opponents[20];
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int nbOpponents;
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AAbomination (int _id, MTGCardInstance * _source):MTGAbility(_id, _source){
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nbOpponents = 0;
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}
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void Update(float dt){
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if (newPhase != currentPhase){
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if( newPhase == MTG_PHASE_COMBATDAMAGE){
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nbOpponents = 0;
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MTGCardInstance * opponent = source->getNextOpponent();
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while (opponent && opponent->hasColor(MTG_COLOR_GREEN) || opponent->hasColor(MTG_COLOR_WHITE)){
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opponents[nbOpponents] = opponent;
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nbOpponents ++;
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opponent = source->getNextOpponent(opponent);
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}
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}else if (newPhase == MTG_PHASE_COMBATEND){
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for (int i = 0; i < nbOpponents ; i++){
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game->mLayers->stackLayer()->addPutInGraveyard(opponents[i]);
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}
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}
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}
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}
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int testDestroy(){
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if(!game->isInPlay(source) && currentPhase != MTG_PHASE_UNTAP){
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return 0;
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}else{
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return MTGAbility::testDestroy();
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}
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}
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};
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// GiveLifeForTappedType
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class AGiveLifeForTappedType:public MTGAbility{
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public:
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char type[20];
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@@ -2854,4 +2912,116 @@ public:
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};
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//CreaturePowerToughnessModifierForAllTypeControlled
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class ACreaturePowerToughnessModifierForAllTypeControlled:public ListMaintainerAbility{
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public:
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char type[20];
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ACreaturePowerToughnessModifierForAllTypeControlled(int _id, MTGCardInstance * _source, const char * _type):ListMaintainerAbility(_id, _source){
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}
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int canBeInList(MTGCardInstance * card){
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if (source->controller()->game->inPlay->hasCard(card) && card->hasType(type) ) return 1;
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return 0;
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}
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int added(MTGCardInstance * card){
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source->power += 1;
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source->addToToughness(1);
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return 1;
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}
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int removed(MTGCardInstance * card){
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source->power -= 1;
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source->addToToughness(-1);
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return 1;
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}
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};
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//GenericKirdApe
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class AGenericKirdApe:public MTGAbility{
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public:
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int init;
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char type [20];
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int power;
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int toughness;
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AGenericKirdApe(int _id, MTGCardInstance * _source, const char * _type, int _power, int _toughness):MTGAbility(_id, _source){
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init = 0;
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}
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void Update(float dt){
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if (source->controller()->game->inPlay->hasType(type)){
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if(!init){
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init = 1;
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source->power+=power;
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source->addToToughness(toughness);
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}
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}else{
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if (init){
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init = 0;
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source->power-=power;
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source->addToToughness(-toughness);
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}
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}
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}
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};
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//Rampage ability Tentative 2
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class ARampageAbility:public MTGAbility{
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public:
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int nbOpponents;
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int PowerModifier;
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int ToughnessModifier;
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int modifier;
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ARampageAbility(int _id, MTGCardInstance * _source,int _PowerModifier, int _ToughnessModifier):MTGAbility(_id, _source){
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modifier=0;
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}
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void Update(float dt){
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if (source->isAttacker()){
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MTGInPlay * inPlay = game->opponent()->game->inPlay;
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for (int i = 0; i < inPlay->nb_cards; i ++){
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MTGCardInstance * current = inPlay->cards[i];
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if (current->isDefenser()){
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modifier++;
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}
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}
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source->power+= (PowerModifier * modifier);
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source->addToToughness(ToughnessModifier * modifier);
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}
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}
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};
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//Rampage ability Tentative 1 - Did not work as expected
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class A1RampageAbility:public MTGAbility{
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public:
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MTGCardInstance * opponents[20];
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int nbOpponents;
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int PowerModifier;
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int ToughnessModifier;
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A1RampageAbility(int _id, MTGCardInstance * _source,int _PowerModifier, int _ToughnessModifier):MTGAbility(_id, _source){
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nbOpponents = 0;
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}
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void Update(float dt){
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if (source->isAttacker()){
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if (newPhase != currentPhase){
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if( newPhase == MTG_PHASE_COMBATDAMAGE){
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nbOpponents = 0;
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MTGCardInstance * opponent = source->getNextOpponent();
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while (opponent){
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opponents[nbOpponents] = opponent;
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nbOpponents ++;
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source->power+= PowerModifier;
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source->addToToughness(ToughnessModifier);
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opponent = source->getNextOpponent(opponent);
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}
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}
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}
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}
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}
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};
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#endif
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@@ -93,8 +93,10 @@ static int _b[7] = {20, 0, 140,15, 50,255,128};
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#define MOUNTAINHOME 33
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#define SWAMPHOME 34
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#define PLAINSHOME 35
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#define FLANKING 36
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#define RAMPAGE1 37
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#define NB_BASIC_ABILITIES 36
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#define NB_BASIC_ABILITIES 38
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static const char * MTGBasicAbilities[] = {
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"trample",
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@@ -132,7 +134,9 @@ static const char * MTGBasicAbilities[] = {
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"islandhome",
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"moutainhome",
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"swamphome",
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"plainshome"
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"plainshome",
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"flanking",
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"rampage",
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};
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@@ -1286,7 +1286,61 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
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destroyAllFromTypeInPlay("creature", card); //TODO -> bury !!!
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break;
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}
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//Addons The Dark
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case 1797: //Inferno does 6 damage to all players and all creatures.
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{
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for (int i = 0; i < 2 ; i++){
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game->mLayers->stackLayer()->addDamage(card, game->players[i], 6);
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for (int j = 0; j < game->players[i]->game->inPlay->nb_cards; j++){
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MTGCardInstance * current = game->players[i]->game->inPlay->cards[j];
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if (current->isACreature()){
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game->mLayers->stackLayer()->addDamage(card, current, 6);
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}
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}
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}
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break;
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}
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case 1773 : //People of the Woods
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{
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game->addObserver(NEW APeopleOfTheWoods(_id, card));
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break;
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}
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case 1818: //Tivadar's Crusade
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{
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destroyAllFromTypeInPlay("goblin", card);
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break;
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}
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//Addons Legends
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case 1470: //Acid Rain
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{
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destroyAllFromTypeInPlay("forest", card);
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break;
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}
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case 1427: //Abomination
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{
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game->addObserver(NEW AAbomination(_id,card));
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break;
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}
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case 1533: //Livingplane
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{
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game->addObserver(NEW AConvertLandToCreatures(id, card, "land"));
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break;
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}
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case 1607: //Divine Offering
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{
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card->target->controller()->game->putInGraveyard(card->target);
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game->currentlyActing()->life+= card->target->getManaCost()->getConvertedCost();
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break;
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}
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case 1625: //Lifeblood
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{
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game->addObserver(NEW AGiveLifeForTappedType (_id, card, "island"));
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break;
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}
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//Addons ICE-AGE Cards
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case 2631: //Jokulhaups
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{
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@@ -1385,6 +1439,13 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
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break;
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}
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/* Erwan - 2008/11/13: We want to get rid of these basicAbility things.
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* basicAbilities themselves are alright, but creating new object depending on them is dangerous
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* The main reason is that classes that add an ability to a card do NOT create these objects, and therefore do NOT
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* Work.
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* For example, setting LIFELINK for a creature is not enough right now...
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* It shouldn't be necessary to add an object. State based abilities could do the trick
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*/
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if (card->basicAbilities[LIFELINK]){
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ALifeLink * ability = NEW ALifeLink(_id, card);
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game->addObserver(ability);
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@@ -1416,6 +1477,13 @@ void AbilityFactory::addAbilities(int _id, Spell * spell){
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if (card->basicAbilities[PLAINSHOME]){
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game->addObserver(NEW AStrongLandLinkCreature(_id, card,"plains"));
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}
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// New Abilities Flanking and Rampage
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if (card->basicAbilities [RAMPAGE1]){
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game->addObserver (NEW ARampageAbility(_id, card, 1, 1));
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}
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//Instants are put in the graveyard automatically if that's not already done
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if (!putSourceInGraveyard){
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if (card->hasType("instant") || card->hasType("sorcery")){
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