Tidy up a little...
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@@ -4186,10 +4186,7 @@ for (it = types.begin(); it != types.end(); it++)
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if(newpowerfound )
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{
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WParsedInt * val = NEW WParsedInt(newpower,NULL, source);
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_target->basepower = val->getValue();
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_target->power -= _target->pbonus;
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_target->power = (_target->power + _target->basepower) - _target->power;
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_target->power += _target->pbonus;
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_target->addbaseP(val->getValue());
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delete val;
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}
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if(newtoughnessfound )
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@@ -4197,10 +4194,7 @@ for (it = types.begin(); it != types.end(); it++)
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//and you turn it into 1/1, the 1 damage is still there and the creature must die...
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//the toughness is intact but what we see in the game is the life...
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WParsedInt * val = NEW WParsedInt(newtoughness,NULL, source);
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_target->basetoughness = val->getValue();
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_target->addToToughness(-_target->tbonus);
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_target->addToToughness(_target->basetoughness - _target->toughness);
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_target->addToToughness(_target->tbonus);
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_target->addbaseT(val->getValue());
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delete val;
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}
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@@ -4290,19 +4284,11 @@ int ATransformer::destroy()
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if(newpowerfound )
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{
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_target->power -= _target->pbonus;
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_target->power += _target->origpower;
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_target->power -= _target->basepower;
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_target->power += _target->pbonus;
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_target->basepower = _target->origpower;
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_target->revertbaseP();
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}
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if(newtoughnessfound )
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{
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_target->addToToughness(-_target->tbonus);
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_target->addToToughness(_target->origtoughness);
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_target->addToToughness(-_target->basetoughness);
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_target->addToToughness(_target->tbonus);
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_target->basetoughness = _target->origtoughness;
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_target->revertbaseT();
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}
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if(newAbilityFound)
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{
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