Erwan
- Fix an issue with "becomes ueot". See blinkmoth nexus in DST - Daily build
This commit is contained in:
@@ -13,6 +13,16 @@ auto=@movedto(*[white]|stack):may life:1 controller
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rarity=U
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rarity=U
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[/card]
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[/card]
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[card]
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[card]
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id=39439
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name=Blinkmoth Nexus
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type=Land
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text={T}: Add {1} to your mana pool. {1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land. {1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.
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auto={T}:Add{1}
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auto={1}:becomes(Blinkmoth Artifact Creature,1/1,flying) ueot
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auto={1}{T}:1/1 target(blinkmoth)
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rarity=R
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[/card]
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[card]
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text=Target player loses 1 life for each tapped artifact he or she controls.
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text=Target player loses 1 life for each tapped artifact he or she controls.
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id=43557
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id=43557
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name=Burden of Greed
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name=Burden of Greed
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@@ -117,6 +117,7 @@ benalish_knight.txt
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black_vise.txt
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black_vise.txt
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blessed_wine.txt
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blessed_wine.txt
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blinking_spirit.txt
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blinking_spirit.txt
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blinkmoth_nexus.txt
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bloated_toad1.txt
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bloated_toad1.txt
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bloated_toad2.txt
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bloated_toad2.txt
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bloodfire_colossus.txt
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bloodfire_colossus.txt
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@@ -0,0 +1,39 @@
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#Bug: Becomes does not work for activated abilities
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[INIT]
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FIRSTMAIN
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[PLAYER1]
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inplay:blinkmoth nexus
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manapool:{1}
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[PLAYER2]
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[DO]
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blinkmoth nexus
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choice 1
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next
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#begin
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next
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#attackers
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blinkmoth nexus
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choice 0
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next
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#blockers
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eot
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eot
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next
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#upkeep
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next
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#draw
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next
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#main
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next
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#begin
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next
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#attackers
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blinkmoth nexus
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[ASSERT]
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COMBATATTACKERS
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[PLAYER1]
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inplay:blinkmoth nexus
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manapool:{1}
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[PLAYER2]
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life:19
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[END]
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Binary file not shown.
@@ -2236,25 +2236,14 @@ public:
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class ABecomesUEOT: public InstantAbility{
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class ABecomesUEOT: public InstantAbility{
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public:
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public:
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ABecomes * ability;
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ABecomes * ability;
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vector<ABecomes *> clones;
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ABecomesUEOT(int id, MTGCardInstance * source, MTGCardInstance * target, string types, WParsedPT * wpt, string abilities):InstantAbility(id,source,target){
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ABecomesUEOT(int id, MTGCardInstance * source, MTGCardInstance * target, string types, WParsedPT * wpt, string abilities):InstantAbility(id,source,target){
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ability = NEW ABecomes(id,source,target,types,wpt,abilities);
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ability = NEW ABecomes(id,source,target,types,wpt,abilities);
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}
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}
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int resolve(){
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int resolve(){
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ABecomes * a = ability->clone();
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ABecomes * a = ability->clone();
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a->target = this->target;
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GenericInstantAbility * wrapper = NEW GenericInstantAbility(1,source,(Damageable *)(this->target),a);
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a->forceDestroy = -1; //Prevent the effect from getting destroyed because its source is not inplay
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wrapper->addToGame();
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a->addToGame();
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clones.push_back(a);
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return 1;
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}
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int destroy(){
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for (size_t i = 0; i < clones.size(); ++i){
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clones[i]->forceDestroy = 0;
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}
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clones.clear();
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return 1;
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return 1;
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}
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}
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