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Added Dust Elemental. Modified "bounce a permanent" effect so it doesn't fizzle if too few targets are selected-- this bug only affected Dust Elemental and Stormfront Riders to my knowledge.
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f8532ab587
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3 changed files with 96 additions and 3 deletions
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@ -47,6 +47,7 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
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private final FilterControlledPermanent filter;
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private int number;
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private int minNumber;
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public ReturnToHandChosenControlledPermanentEffect(FilterControlledPermanent filter) {
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this(filter, 1);
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@ -55,6 +56,15 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
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super(Outcome.ReturnToHand);
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this.filter = filter;
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this.number = number;
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this.minNumber = number;
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this.staticText = getText();
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}
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public ReturnToHandChosenControlledPermanentEffect(FilterControlledPermanent filter, int minNumber, int maxNumber) {
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super(Outcome.ReturnToHand);
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this.filter = filter;
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this.number = maxNumber;
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this.minNumber = minNumber;
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this.staticText = getText();
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}
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@ -62,7 +72,10 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
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super(effect);
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this.filter = effect.filter;
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this.number = effect.number;
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this.minNumber = this.minNumber;
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}
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@Override
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public ReturnToHandChosenControlledPermanentEffect copy() {
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@ -73,7 +86,7 @@ public class ReturnToHandChosenControlledPermanentEffect extends OneShotEffect {
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public boolean apply(Game game, Ability source) {
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Player player = game.getPlayer(source.getControllerId());
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if (player != null) {
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TargetControlledPermanent target = new TargetControlledPermanent(number, number, filter, true);
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TargetControlledPermanent target = new TargetControlledPermanent(minNumber, number, filter, true);
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if (player.choose(this.outcome, target, source.getSourceId(), game)) {
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for (UUID targetCreatureId : target.getTargets()) {
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Permanent permanent = game.getPermanent(targetCreatureId);
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