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retire keyword "Whenever CARDNAME deals damage, you gain that much life." Everything is converted to triggers.
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@@ -291,7 +291,6 @@ public class CardFactoryUtil {
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value += c.getAmountOfKeyword("Exalted") * 15;
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value += c.getAmountOfKeyword("Exalted") * 15;
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if (c.hasKeyword("First Strike") && !c.hasKeyword("Double Strike") && power > 0) value += 15;
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if (c.hasKeyword("First Strike") && !c.hasKeyword("Double Strike") && power > 0) value += 15;
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if (c.hasKeyword("Lifelink")) value += power * 10;
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if (c.hasKeyword("Lifelink")) value += power * 10;
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value += c.getAmountOfKeyword("Whenever CARDNAME deals damage, you gain that much life.") * power * 10;
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if (c.hasKeyword("Trample")) value += power * 3;
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if (c.hasKeyword("Trample")) value += power * 3;
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if (c.hasKeyword("Vigilance")) value += power * 5 + toughness * 5;
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if (c.hasKeyword("Vigilance")) value += power * 5 + toughness * 5;
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if (c.hasKeyword("Wither")) value += power * 10;
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if (c.hasKeyword("Wither")) value += power * 10;
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@@ -2693,25 +2693,6 @@ public class GameActionUtil {
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if(source.getKeyword().contains("Lifelink")) GameActionUtil.executeLifeLinkEffects(source, damage);
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if(source.getKeyword().contains("Lifelink")) GameActionUtil.executeLifeLinkEffects(source, damage);
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if(source.getKeyword().contains("Whenever CARDNAME deals damage, you gain that much life.")) {
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final int life = damage;
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final Player player = source.getController();
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Ability ability = new Ability(source, "0") {
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@Override
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public void resolve() {
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player.gainLife(life, source);
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}
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};
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StringBuilder sb = new StringBuilder();
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sb.append(source.getName()+" - ").append(player).append(" gains ").append(life).append(" life");
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ability.setStackDescription(sb.toString());
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int amount = source.getAmountOfKeyword("Whenever CARDNAME deals damage, you gain that much life.");
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for(int i=0 ; i < amount ; i++)
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AllZone.Stack.add(ability);
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}
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CardList enchantments = new CardList(source.getEnchantedBy().toArray());
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CardList enchantments = new CardList(source.getEnchantedBy().toArray());
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for(Card enchantment: enchantments) {
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for(Card enchantment: enchantments) {
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