postcombat to second main, bug fixes in primitives
Had to use the treasure defined as primitive since the Fable of the Mirror-Breaker token won't create a treasure otherwise. Changes: Rat Colony Shadow of the Second Sun Sphinx of the Second Sun Viashino is no longer a creature type. The postcombat main phase is now referred to as the second main phase. Updated Rules.cpp to exclude the Viashino type from random kindred decks. Bug Fixes: Fable of the Mirror-Breaker Rat Colony Plumb the Forbidden Oblivion Stone
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@@ -168,9 +168,9 @@ void Rules::addExtraRules(GameObserver* g)
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difficultyRating = 0;
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM1 || g->mRules->gamemode == GAME_TYPE_RANDOM2)
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difficultyRating = 0;
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM3 || g->mRules->gamemode == GAME_TYPE_RANDOM5 || g->mRules->gamemode == GAME_TYPE_RANDOMCOMMANDER)
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM3 || g->mRules->gamemode == GAME_TYPE_RANDOM5 || g->mRules->gamemode == GAME_TYPE_RANDOMCOMMANDER)
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difficultyRating = 0;
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else if(g->mRules->gamemode == GAME_TYPE_HORDE || g->mRules->gamemode == GAME_TYPE_SET_LIMITED)
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else if(g->mRules->gamemode == GAME_TYPE_HORDE || g->mRules->gamemode == GAME_TYPE_SET_LIMITED)
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difficultyRating = 0;
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else if (g->mRules->gamemode == GAME_TYPE_STORY)
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difficultyRating = 0;
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@@ -200,7 +200,7 @@ void Rules::addExtraRules(GameObserver* g)
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a->resolve();
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM1 || g->mRules->gamemode == GAME_TYPE_RANDOM2)
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a->resolve();
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM3 || g->mRules->gamemode == GAME_TYPE_RANDOM5 || g->mRules->gamemode == GAME_TYPE_RANDOMCOMMANDER)
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else if(g->mRules->gamemode == GAME_TYPE_RANDOM3 || g->mRules->gamemode == GAME_TYPE_RANDOM5 || g->mRules->gamemode == GAME_TYPE_RANDOMCOMMANDER)
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a->resolve();
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else if (g->mRules->gamemode == GAME_TYPE_STORY)
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a->resolve();
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@@ -419,7 +419,7 @@ Player * Rules::loadPlayerRandomFive(GameObserver* observer, int isAI)
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Player * Rules::loadPlayerRandomCommander(GameObserver* observer, int isAI)
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{
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MTGDeck * cmdTempDeck = NEW MTGDeck(MTGCollection());
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MTGDeck * cmdTempDeck = NEW MTGDeck(MTGCollection());
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MTGDeck * tempDeck = NEW MTGDeck(MTGCollection());
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tempDeck->meta_commander = true;
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@@ -491,7 +491,7 @@ Player * Rules::loadPlayerHorde(GameObserver* observer, int isAI)
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const char* const whiteTribes[] = { "Angel", "Archer", "Bird", "Cat", "Cleric", "Griffin", "Kithkin", "Knight", "Kor", "Monk", "Rebel", "Samurai", "Scout", "Soldier", "Spirit" };
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const char* const blueTribes[] = { "Artificer", "Bird", "Drake", "Faerie", "Illusion", "Merfolk", "Mutant", "Nightmare", "Pirate", "Shapeshifter", "Sphinx", "Spirit", "Vedalken", "Wizard" };
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const char* const blackTribes[] = { "Assassin", "Cleric", "Demon", "Faerie", "Horror", "Insect", "Knight", "Nightmare", "Orc", "Phyrexian", "Pirate", "Rat", "Rogue", "Shade", "Skeleton", "Spirit", "Vampire", "Wizard", "Zombie" };
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const char* const redTribes[] = { "Artificer", "Beast", "Berserker", "Devil", "Dinosaur", "Dragon", "Dwarf", "Goblin", "Kavu", "Lizard", "Minotaur", "Ogre", "Orc", "Shaman", "Viashino", "Warrior", "Werewolf" };
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const char* const redTribes[] = { "Artificer", "Beast", "Berserker", "Devil", "Dinosaur", "Dragon", "Dwarf", "Goblin", "Kavu", "Lizard", "Minotaur", "Ogre", "Orc", "Shaman", "Warrior", "Werewolf" };
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const char* const greenTribes[] = { "Archer", "Beast", "Cat", "Centaur", "Dinosaur", "Druid", "Dryad", "Elf", "Fungus", "Insect", "Kavu", "Lizard", "Mutant", "Plant", "Ranger", "Scout", "Shaman", "Snake", "Spider", "Treefolk", "Warrior", "Werewolf", "Wurm" };
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int multicolorTribesSize = sizeof(multicolorTribes)/sizeof(multicolorTribes[0]);
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