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- Little improvement for the AI of AF Animate.
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@@ -316,16 +316,18 @@ public final class AbilityFactory_Animate {
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bFlag |= (!c.isCreature() && !c.isTapped() && !(c.getTurnInZone() == AllZone.getPhase().getTurn()));
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bFlag |= (!c.isCreature() && !c.isTapped() && !(c.getTurnInZone() == AllZone.getPhase().getTurn()));
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//for creatures that could be improved (like Figure of Destiny)
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//for creatures that could be improved (like Figure of Destiny)
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int power = -5;
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if (c.isCreature() && (params.containsKey("Permanent") || (!c.isTapped() && !c.isSick()))) {
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if (params.containsKey("Power")) {
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int power = -5;
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power = AbilityFactory.calculateAmount(source, params.get("Power"), sa);
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if (params.containsKey("Power")) {
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}
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power = AbilityFactory.calculateAmount(source, params.get("Power"), sa);
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int toughness = -5;
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}
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if (params.containsKey("Toughness")) {
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int toughness = -5;
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toughness = AbilityFactory.calculateAmount(source, params.get("Toughness"), sa);
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if (params.containsKey("Toughness")) {
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}
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toughness = AbilityFactory.calculateAmount(source, params.get("Toughness"), sa);
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if (power + toughness > c.getCurrentPower() + c.getCurrentToughness()) {
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}
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bFlag = true;
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if (power + toughness > c.getCurrentPower() + c.getCurrentToughness()) {
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bFlag = true;
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}
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}
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}
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}
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}
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