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- Fixed Global Ruin (I think?)
- Few small quest updates. - Added Darksteel Forge.
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@@ -10891,6 +10891,7 @@ public class CardFactory implements NewConstants {
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//*************** START *********** START **************************
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else if(cardName.equals("Global Ruin")) {
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final CardList target = new CardList();
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final CardList saveList = new CardList();
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//need to use arrays so we can declare them final and still set the values in the input and runtime classes. This is a hack.
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final int[] index = new int[1];
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final int[] countBase = new int[1];
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@@ -10930,7 +10931,8 @@ public class CardFactory implements NewConstants {
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//when this spell resolves all basic lands which were not selected are sacrificed.
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for(int i = 0; i < target.size(); i++)
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if(AllZone.GameAction.isCardInPlay(target.get(i))) AllZone.GameAction.sacrifice(target.get(i));
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if(AllZone.GameAction.isCardInPlay(target.get(i)) && !saveList.contains(target.get(i)))
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AllZone.GameAction.sacrifice(target.get(i));
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}//resolve()
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};//SpellAbility
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@@ -10966,12 +10968,22 @@ public class CardFactory implements NewConstants {
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public void selectCard(Card c, PlayerZone zone) {
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if(c.isLand() && zone.is(Constant.Zone.Play)
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&& c.getController().equals(Constant.Player.Human)
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&& c.getName().equals(humanBasic.get(count))) {
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/*&& c.getName().equals(humanBasic.get(count))*/
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&& c.getType().contains(humanBasic.get(count))
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/*&& !saveList.contains(c) */) {
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//get all other basic[count] lands human player controls and add them to target
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PlayerZone humanPlay = AllZone.getZone(Constant.Zone.Play, Constant.Player.Human);
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CardList land = new CardList(humanPlay.getCards());
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CardList cl = land.getType(humanBasic.get(count));
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cl = cl.filter(new CardListFilter()
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{
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public boolean addCard(Card crd)
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{
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return !saveList.contains(crd);
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}
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});
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cl.remove(c);
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saveList.add(c);
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target.addAll(cl.toArray());
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index[0]++;
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