couple things here,
first enum'ed the variables of ADynamic class to make them easier to understand at a glance. 2nd added stack resolves for the abilities in ADynamic, sword to Plowshare bug fixed 3rd removing foreach mana producers from the stack, didn't realize they used the top portion of activated ability resolves, also added event sending for @tappedformana for foreach manaproducers. 4th, in getcoreability if we're getting the core of a foreach, send the foreach->ability itself otherwise we go one layer too deep and end up throwing off the core completely.
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@@ -3387,6 +3387,45 @@ public:
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class AADynamic: public ActivatedAbility
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{
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public:
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enum
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{
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DYNAMIC_SOURCE_AMOUNT = 1,
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DYNAMIC_MYTGT_AMOUNT = 2,
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DYNAMIC_MYSELF_AMOUNT = 3,
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DYNAMIC_MYFOE_AMOUNT = 4,
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DYNAMIC_NB_AMOUNT = 5,
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DYNAMIC_ABILITY_TYPE_POWER = 0,
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DYNAMIC_ABILITY_TYPE_TOUGHNESS = 1,
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DYNAMIC_ABILITY_TYPE_MANACOST = 2,
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DYNAMIC_ABILITY_TYPE_COLORS = 3,
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DYNAMIC_ABILITY_TYPE_AGE = 4,
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DYNAMIC_ABILITY_TYPE_CHARGE = 5,
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DYNAMIC_ABILITY_TYPE_ONEONECOUNTERS = 6,
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DYNAMIC_ABILITY_TYPE_THATMUCH = 7,
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DYNAMIC_ABILITY_TYPE_NB = 8,
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DYNAMIC_ABILITY_EFFECT_STRIKE = 0,
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DYNAMIC_ABILITY_EFFECT_DRAW = 1,
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DYNAMIC_ABILITY_EFFECT_LIFEGAIN = 2,
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DYNAMIC_ABILITY_EFFECT_PUMPPOWER = 3,
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DYNAMIC_ABILITY_EFFECT_PUMPTOUGHNESS = 4,
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DYNAMIC_ABILITY_EFFECT_PUMPBOTH = 5,
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DYNAMIC_ABILITY_EFFECT_LIFELOSS = 6,
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DYNAMIC_ABILITY_EFFECT_DEPLETE = 7,
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DYNAMIC_ABILITY_EFFECT_COUNTERSONEONE = 8,
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DYNAMIC_ABILITY_EFFECT_NB = 9,
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DYNAMIC_ABILITY_WHO_EACHOTHER = 1,
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DYNAMIC_ABILITY_WHO_ITSELF = 2,
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DYNAMIC_ABILITY_WHO_TARGETCONTROLLER = 3,
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DYNAMIC_ABILITY_WHO_TARGETOPPONENT = 4,
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DYNAMIC_ABILITY_WHO_TOSOURCE = 5,
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DYNAMIC_ABILITY_WHO_SOURCECONTROLLER = 6,
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DYNAMIC_ABILITY_WHO_SOURCEOPPONENT = 7,
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DYNAMIC_ABILITY_WHO_NB = 8,
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};
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int type;
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int effect;
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int who;
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