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@@ -233,7 +233,7 @@ public class AbilityFactory_Attach {
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CardList list = AllZoneUtil.getCardsIn(tgt.getZone());
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list = list.getValidCards(tgt.getValidTgts(), sa.getActivatingPlayer(), attachSource);
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// TODO: If Attaching without casting, don't need to actually target.
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// TODO If Attaching without casting, don't need to actually target.
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// I believe this is the only case where mandatory will be true, so just
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// check that when starting that work
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// But we shouldn't attach to things with Protection
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@@ -350,7 +350,7 @@ public class AbilityFactory_Attach {
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return c;
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}
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// TODO: If Not Mandatory, make sure the card is "good enough"
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// TODO If Not Mandatory, make sure the card is "good enough"
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if (c.isCreature()) {
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int eval = CardFactoryUtil.evaluateCreature(c);
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if (eval < 160 && (eval < 130 || AllZone.getComputerPlayer().getLife() > 5)) {
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@@ -511,7 +511,7 @@ public class AbilityFactory_Attach {
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}
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if (attachSource.isAura()) {
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// TODO: For Auras like Rancor, that aren't as likely to lead to
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// TODO For Auras like Rancor, that aren't as likely to lead to
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// card disadvantage, this check should be skipped
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prefList = prefList.filter(new CardListFilter() {
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@@ -1342,7 +1342,7 @@ public final class AbilityFactory_ChangeZone {
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{
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return false; // don't blink something with
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}
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// counters TODO: check good and
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// counters TODO check good and
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// bad counters
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return Spell_Permanent.checkETBEffects(c, null, null); // checks
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// only
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@@ -255,7 +255,7 @@ public class AbilityFactory_CounterMagic {
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}
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}
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// TODO: Improve AI
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// TODO Improve AI
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// Will return true if this spell can counter (or is Reusable and can
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// force the Human into making decisions)
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@@ -334,7 +334,7 @@ public class AbilityFactory_CounterMagic {
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}
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}
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// TODO: Improve AI
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// TODO Improve AI
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// Will return true if this spell can counter (or is Reusable and can
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// force the Human into making decisions)
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@@ -361,7 +361,7 @@ public class AbilityFactory_CounterMagic {
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*/
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private void counterResolve(final AbilityFactory af, final SpellAbility sa) {
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// TODO: Before this resolves we should see if any of our targets are
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// TODO Before this resolves we should see if any of our targets are
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// still on the stack
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ArrayList<SpellAbility> sas;
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@@ -1225,7 +1225,7 @@ public class AbilityFactory_Counters {
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chance &= subAb.chkAI_Drawback();
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}
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// TODO: Make sure Human has poison counters or there are some counters
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// TODO Make sure Human has poison counters or there are some counters
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// we want to proliferate
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return chance;
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}
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@@ -1248,7 +1248,7 @@ public class AbilityFactory_Counters {
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chance &= subAb.doTrigger(mandatory);
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}
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// TODO: Make sure Human has poison counters or there are some counters
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// TODO Make sure Human has poison counters or there are some counters
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// we want to proliferate
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return chance;
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}
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@@ -18,7 +18,6 @@ import forge.properties.NewConstants;
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import forge.quest.data.item.QuestInventory;
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import forge.quest.data.pet.QuestPetManager;
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// TODO: Auto-generated Javadoc
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//when you create QuestDataOld and AFTER you copy the AI decks over
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//you have to call one of these two methods below
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//see Gui_QuestOptions for more details
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@@ -3,7 +3,6 @@ package forge.quest.data.item;
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import forge.AllZone;
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import forge.quest.data.bazaar.QuestStallManager;
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// TODO: Auto-generated Javadoc
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/**
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* <p>
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* QuestItemZeppelin class.
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@@ -13,7 +13,6 @@ import javax.swing.border.EmptyBorder;
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import java.awt.*;
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import java.util.ArrayList;
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// TODO: Auto-generated Javadoc
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/**
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* <p>QuestBazaarStall class.</p>
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*
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