tool4ever
tool4ever
I can try it like that but I think we'll still need this part for stuff that is not done with effect cards (currently those all get exiled onPlayerLost anyway)
Hmn, doesn't seem to work, probably just like The Prismatic Piper fails Also: ``` Game-0 > java.lang.NullPointerException: Cannot invoke "forge.game.spellability.SpellAbility.getActivatingPlayer()" because "sa" is null at forge.ai.ComputerUtilCard.chooseColor(ComputerUtilCard.java:940) at forge.ai.PlayerControllerAi.chooseColors(PlayerControllerAi.java:918) at forge.game.GameAction.runPreOpeningHandActions(GameAction.java:2143)...
I need to think about it a bit more But it seems we should either remove the AILogic$ Good from the example or teach it the bonus choice doesn't cost...
My ideas: - go with b) but split it into two sequential for-loop because a target found by `shouldPumpCard` will probably have a bigger game impact - in the first...
Maybe doing it with ChangeZoneResolve would be good enough?
Some other tricky ones because they search mix of hidden and public zones at once: - Ecological Appreciation - Journey for the Elixir - Nissa's Encouragement
My search resulted in no other cases. But I found this commit of yours: 40b1f89c8fd647f917a39aad3cbb09d10356735e which stopped the combination with `ReduceCost$` also from allowing it. Example (Ability always costs {1}):...
This fix is also needed to refactor _Pure Intentions_ into DiscardedAll.
To fix it further we need a better solution for the Madness exception than what TrackDiscarded$ currently does for _Shadow of the Grave_: e. g. if you discard _Arrogant Wurm_...
Hmn, GameLoss Replacement already exists there