Fix continuous effect creation in Pack's Disdain

This commit is contained in:
Fenhl 2016-04-12 16:57:28 +00:00
parent 899122a170
commit 74b5e85a3e

View file

@ -30,8 +30,8 @@ package mage.sets.morningtide;
import java.util.UUID; import java.util.UUID;
import mage.abilities.Ability; import mage.abilities.Ability;
import mage.abilities.dynamicvalue.DynamicValue; import mage.abilities.dynamicvalue.DynamicValue;
import mage.abilities.dynamicvalue.MultipliedValue;
import mage.abilities.dynamicvalue.common.PermanentsOnBattlefieldCount; import mage.abilities.dynamicvalue.common.PermanentsOnBattlefieldCount;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.OneShotEffect; import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.continuous.BoostTargetEffect; import mage.abilities.effects.common.continuous.BoostTargetEffect;
import mage.cards.CardImpl; import mage.cards.CardImpl;
@ -47,6 +47,7 @@ import mage.filter.predicate.mageobject.SubtypePredicate;
import mage.game.Game; import mage.game.Game;
import mage.players.Player; import mage.players.Player;
import mage.target.common.TargetCreaturePermanent; import mage.target.common.TargetCreaturePermanent;
import mage.target.targetpointer.FixedTarget;
/** /**
* *
@ -103,8 +104,10 @@ class PacksDisdainEffect extends OneShotEffect {
} }
FilterControlledCreaturePermanent filter = new FilterControlledCreaturePermanent(); FilterControlledCreaturePermanent filter = new FilterControlledCreaturePermanent();
filter.add(new SubtypePredicate(typeChoice.getChoice())); filter.add(new SubtypePredicate(typeChoice.getChoice()));
DynamicValue negativePermanentsCount = new MultipliedValue(new PermanentsOnBattlefieldCount(filter), -1); DynamicValue negativePermanentsCount = new PermanentsOnBattlefieldCount(filter, -1);
return new BoostTargetEffect(negativePermanentsCount, negativePermanentsCount, Duration.EndOfTurn, true).apply(game, source); ContinuousEffect effect = new BoostTargetEffect(negativePermanentsCount, negativePermanentsCount, Duration.EndOfTurn, true);
effect.setTargetPointer(new FixedTarget(source.getFirstTarget()));
game.addEffect(effect, source);
} }
return false; return false;
} }