support for Rest in Peace
tokens are not cards... a little dirty...
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@@ -98565,7 +98565,7 @@ type=Instant
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[/card]
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[/card]
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[card]
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[card]
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name=Tidal Influence
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name=Tidal Influence
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restrction=one of a kind
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restriction=one of a kind
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auto=counter(0/0,1,Tide)
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auto=counter(0/0,1,Tide)
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auto=@each my upkeep:all(tidal influence[counter{0/0.4.Tide}]) removeallcounters(0/0,1,Tide)
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auto=@each my upkeep:all(tidal influence[counter{0/0.4.Tide}]) removeallcounters(0/0,1,Tide)
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auto=@each my upkeep:counter(0/0,1,Tide)
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auto=@each my upkeep:counter(0/0,1,Tide)
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@@ -322,6 +322,9 @@ MTGCardInstance * MTGPlayerCards::putInZone(MTGCardInstance * card, MTGGameZone
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int doCopy = 1;
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int doCopy = 1;
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bool shufflelibrary = card->basicAbilities[(int)Constants::SHUFFLELIBRARYDEATH];
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bool shufflelibrary = card->basicAbilities[(int)Constants::SHUFFLELIBRARYDEATH];
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bool ripToken = false;
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if (g->players[0]->game->battlefield->hasName("Rest in Peace")||g->players[1]->game->battlefield->hasName("Rest in Peace"))
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ripToken = true;
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//Darksteel Colossus, Legacy Weapon ... top priority since we replace destination directly automatically...
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//Darksteel Colossus, Legacy Weapon ... top priority since we replace destination directly automatically...
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for(int i = 0; i < 2; ++i)
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for(int i = 0; i < 2; ++i)
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{
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{
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@@ -338,7 +341,12 @@ MTGCardInstance * MTGPlayerCards::putInZone(MTGCardInstance * card, MTGGameZone
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if ((to == g->players[i]->game->graveyard) && (
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if ((to == g->players[i]->game->graveyard) && (
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g->players[i]->game->battlefield->hasAbility(Constants::MYGRAVEEXILER) ||
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g->players[i]->game->battlefield->hasAbility(Constants::MYGRAVEEXILER) ||
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g->players[i]->opponent()->game->battlefield->hasAbility(Constants::OPPGRAVEEXILER)))
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g->players[i]->opponent()->game->battlefield->hasAbility(Constants::OPPGRAVEEXILER)))
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to = g->players[i]->game->exile;
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{
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if ((card->isToken && ripToken))
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to = g->players[i]->game->exile;
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if (!card->isToken)
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to = g->players[i]->game->exile;
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}
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}
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}
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//When a card is moved from inPlay to inPlay (controller change, for example), it is still the same object
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//When a card is moved from inPlay to inPlay (controller change, for example), it is still the same object
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if ((to == g->players[0]->game->inPlay || to == g->players[1]->game->inPlay) && (from == g->players[0]->game->inPlay || from
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if ((to == g->players[0]->game->inPlay || to == g->players[1]->game->inPlay) && (from == g->players[0]->game->inPlay || from
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