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)
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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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