Overlooked this
Should be fine now, reverted the test
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@@ -3010,73 +3010,73 @@ int AAMover::resolve()
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//inplay is a special zone !
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for (int i = 0; i < 2; i++)
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{
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if (destZone == game->players[i]->game->inPlay && fromZone != game->players[i]->game->inPlay && fromZone
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if (!_target->hasSubtype(Subtypes::TYPE_AURA) && destZone == game->players[i]->game->inPlay && fromZone != game->players[i]->game->inPlay && fromZone
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!= game->players[i]->opponent()->game->inPlay)
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{
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if(_target->hasSubtype(Subtypes::TYPE_AURA) && destZone == game->players[i]->game->inPlay)
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{//put into play aura if there is no valid targets then it will be in its current zone
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MTGAbility *a = NEW AACastCard(game, game->mLayers->actionLayer()->getMaxId(), _target, _target,false,false,false,"","Put in play",false,true);
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a->oneShot = false;
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a->canBeInterrupted = false;
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a->addToGame();
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if(andAbility)
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{
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = _target->next;
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if(andAbility->oneShot)
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{
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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}
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else
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{
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andAbilityClone->addToGame();
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}
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}
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}
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else
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MTGCardInstance * copy = game->players[i]->game->putInZone(_target, fromZone, game->players[i]->game->temp);
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Spell * spell = NEW Spell(game, copy);
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spell->resolve();
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if(andAbility)
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{
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MTGCardInstance * copy = game->players[i]->game->putInZone(_target, fromZone, game->players[i]->game->temp);
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Spell * spell = NEW Spell(game, copy);
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spell->resolve();
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if(andAbility)
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = spell->source;
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if(andAbility->oneShot)
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{
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = spell->source;
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if(andAbility->oneShot)
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{
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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}
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else
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{
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andAbilityClone->addToGame();
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}
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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}
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else
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{
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andAbilityClone->addToGame();
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}
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if(persist)
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spell->source->counters->addCounter(-1,-1);
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if(undying)
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spell->source->counters->addCounter(1,1);
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delete spell;
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}
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if(persist)
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spell->source->counters->addCounter(-1,-1);
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if(undying)
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spell->source->counters->addCounter(1,1);
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delete spell;
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return 1;
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}
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}
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p->game->putInZone(_target, fromZone, destZone);
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while(_target->next)
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_target = _target->next;
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if(andAbility)
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{
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = _target;
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if(andAbility->oneShot)
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{
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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if(_target->hasSubtype(Subtypes::TYPE_AURA) && (destZone == game->players[0]->game->inPlay || destZone == game->players[1]->game->inPlay))
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{//put into play aura if there is no valid targets then it will be in its current zone
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MTGAbility *a = NEW AACastCard(game, game->mLayers->actionLayer()->getMaxId(), _target, _target,false,false,false,"","Put in play",false,true);
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a->oneShot = false;
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a->canBeInterrupted = false;
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a->addToGame();
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if(andAbility && _target->next)
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{//if successful target->next should be valid
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = _target->next;
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if(andAbility->oneShot)
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{
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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}
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else
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{
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andAbilityClone->addToGame();
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}
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}
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else
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}
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else
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{
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p->game->putInZone(_target, fromZone, destZone);
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while(_target->next)
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_target = _target->next;
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if(andAbility)
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{
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andAbilityClone->addToGame();
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MTGAbility * andAbilityClone = andAbility->clone();
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andAbilityClone->target = _target;
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if(andAbility->oneShot)
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{
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andAbilityClone->resolve();
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SAFE_DELETE(andAbilityClone);
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}
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else
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{
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andAbilityClone->addToGame();
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}
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}
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}
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return 1;
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