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add Thundercloud Elemental (from Scourge)
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@@ -718,7 +718,7 @@ public class AbilityFactory {
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SA = AbilityFactory_Animate.createDrawbackAnimateAll(this);
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}
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if(API.equals("Debuff")){
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if(API.equals("Debuff")) {
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if (isAb)
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SA = AbilityFactory_Debuff.createAbilityDebuff(this);
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else if (isSp)
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@@ -727,7 +727,7 @@ public class AbilityFactory {
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SA = AbilityFactory_Debuff.createDrawbackDebuff(this);
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}
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if(API.equals("DebuffAll")){
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if(API.equals("DebuffAll")) {
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if (isAb)
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SA = AbilityFactory_Debuff.createAbilityDebuffAll(this);
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else if (isSp)
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@@ -514,22 +514,16 @@ public class AbilityFactory_Debuff {
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CardList human = AllZoneUtil.getPlayerCardsInPlay(AllZone.HumanPlayer);
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human = human.getValidCards(valid,hostCard.getController(), hostCard);
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//TODO - add blocking situations here also
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//only count creatures that can attack
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human = human.filter(new CardListFilter() {
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public boolean addCard(Card c) {
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return CombatUtil.canAttack(c) && !af.isCurse();
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return CombatUtil.canAttack(c);
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}
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});
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if(af.isCurse()) {
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//evaluate both lists and pass only if human creatures are more valuable
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if(CardFactoryUtil.evaluateCreatureList(comp) + 200 >= CardFactoryUtil.evaluateCreatureList(human))
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return false;
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return chance;
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}//end Curse
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//don't use non curse DebuffAll after Combat_Begin until AI is improved
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//don't use DebuffAll after Combat_Begin until AI is improved
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if(AllZone.Phase.isAfter(Constant.Phase.Combat_Begin))
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return false;
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@@ -537,7 +531,7 @@ public class AbilityFactory_Debuff {
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return false;
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return (r.nextFloat() < .6667) && chance;
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}//pumpAllCanPlayAI()
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}//debuffAllCanPlayAI()
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private static void debuffAllResolve(AbilityFactory af, SpellAbility sa) {
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HashMap<String,String> params = af.getMapParams();
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@@ -574,7 +568,7 @@ public class AbilityFactory_Debuff {
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});
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}
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}
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}//pumpAllResolve()
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}//debuffAllResolve()
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private static boolean debuffAllTriggerAI(AbilityFactory af, SpellAbility sa, boolean mandatory) {
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if (!ComputerUtil.canPayCost(sa))
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