removed ABasilik class, this ability is completely soft codable now.
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@@ -5150,54 +5150,6 @@ public:
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return NEW APhaseAlter(*this);
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return NEW APhaseAlter(*this);
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}
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}
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};
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};
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//Basilik --> needs to be made more generic to avoid duplicate (also something like if opponent=type then ...)
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class ABasilik: public MTGAbility
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{
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public:
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MTGCardInstance * opponents[20];
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int nbOpponents;
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ABasilik(GameObserver* observer, int _id, MTGCardInstance * _source) :
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MTGAbility(observer, _id, _source)
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{
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nbOpponents = 0;
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}
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void Update(float dt)
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{
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if (newPhase != currentPhase)
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{
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if (newPhase == MTG_PHASE_COMBATDAMAGE)
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{
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nbOpponents = 0;
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MTGCardInstance * opponent = source->getNextOpponent();
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while (opponent)
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{
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opponents[nbOpponents] = opponent;
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nbOpponents++;
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opponent = source->getNextOpponent(opponent);
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}
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}
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else if (newPhase == MTG_PHASE_COMBATEND)
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{
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for (int i = 0; i < nbOpponents; i++)
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{
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game->mLayers->stackLayer()->addPutInGraveyard(opponents[i]);
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}
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}
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}
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}
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virtual ostream& toString(ostream& out) const
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{
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out << "ABasilik ::: opponents : " << opponents << " ; nbOpponents : " << nbOpponents << " (";
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return MTGAbility::toString(out) << ")";
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}
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ABasilik * clone() const
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{
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return NEW ABasilik(*this);
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}
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};
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//Generic Millstone
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//Generic Millstone
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class AADepleter: public ActivatedAbilityTP
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class AADepleter: public ActivatedAbilityTP
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{
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{
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@@ -3805,12 +3805,6 @@ void AbilityFactory::addAbilities(int _id, Spell * spell)
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}
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}
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break;
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break;
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}
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}
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case 135215: //Sylvan Basilisk
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{
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observer->addObserver(NEW ABasilik(observer, _id, card));
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break;
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}
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case 130553:// Beacon of Immortality
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case 130553:// Beacon of Immortality
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{
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{
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Player * player = spell->getNextPlayerTarget();
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Player * player = spell->getNextPlayerTarget();
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