diff --git a/Mage.Sets/src/mage/sets/saviorsofkamigawa/InameAsOne.java b/Mage.Sets/src/mage/sets/saviorsofkamigawa/InameAsOne.java index 395a947b44..ddb5f7a790 100644 --- a/Mage.Sets/src/mage/sets/saviorsofkamigawa/InameAsOne.java +++ b/Mage.Sets/src/mage/sets/saviorsofkamigawa/InameAsOne.java @@ -35,21 +35,23 @@ import mage.abilities.common.DiesTriggeredAbility; import mage.abilities.common.EntersBattlefieldTriggeredAbility; import mage.abilities.condition.common.CastFromHandCondition; import mage.abilities.decorator.ConditionalOneShotEffect; +import mage.abilities.effects.Effect; import mage.abilities.effects.OneShotEffect; import mage.abilities.effects.common.ExileSourceEffect; import mage.abilities.effects.common.ReturnFromGraveyardToBattlefieldTargetEffect; import mage.abilities.effects.common.search.SearchLibraryPutInPlayEffect; +import mage.cards.Card; import mage.cards.CardImpl; import mage.constants.CardType; import mage.constants.Outcome; import mage.constants.Rarity; -import mage.constants.Zone; import mage.filter.common.FilterPermanentCard; import mage.filter.predicate.mageobject.SubtypePredicate; import mage.game.Game; import mage.players.Player; import mage.target.common.TargetCardInLibrary; import mage.target.common.TargetCardInYourGraveyard; +import mage.target.targetpointer.FixedTarget; import mage.watchers.common.CastFromHandWatcher; /** @@ -75,9 +77,9 @@ public class InameAsOne extends CardImpl { // When Iname as One enters the battlefield, if you cast it from your hand, you may search your library for a Spirit permanent card, put it onto the battlefield, then shuffle your library. Ability ability = new EntersBattlefieldTriggeredAbility( new ConditionalOneShotEffect(new SearchLibraryPutInPlayEffect(new TargetCardInLibrary(0, 1, filter), false), - new CastFromHandCondition())); + new CastFromHandCondition())); this.addAbility(ability, new CastFromHandWatcher()); - + // When Iname as One dies, you may exile it. If you do, return target Spirit permanent card from your graveyard to the battlefield. ability = new DiesTriggeredAbility(new InameAsOneEffect(), false); ability.addTarget(new TargetCardInYourGraveyard(filter)); @@ -114,15 +116,18 @@ class InameAsOneEffect extends OneShotEffect { public boolean apply(Game game, Ability source) { Player controller = game.getPlayer(source.getControllerId()); MageObject sourceObject = game.getObject(source.getSourceId()); - if (controller != null && sourceObject != null) { + Card targetCard = game.getCard(getTargetPointer().getFirst(game, source)); + if (controller != null && sourceObject != null && targetCard != null) { if (controller.chooseUse(outcome, "Exile " + sourceObject.getLogName() + " to return Spirit card?", source, game)) { // In a Commander game, you may send Iname to the Command Zone instead of exiling it during the resolution - // of its ability. If you do, its ability still works. Iname's ability only requires that you attempted to - // exile it, not that it actually gets to the exile zone. This is similar to how destroying a creature + // of its ability. If you do, its ability still works. Iname's ability only requires that you attempted to + // exile it, not that it actually gets to the exile zone. This is similar to how destroying a creature // (with, for example, Rest in Peace) doesn't necessarily ensure that creature will end up in the graveyard; // it just so happens that the action of exiling something and the exile zone both use the same word: "exile". + Effect effect = new ReturnFromGraveyardToBattlefieldTargetEffect(); + effect.setTargetPointer(new FixedTarget(targetCard.getId(), targetCard.getZoneChangeCounter(game))); new ExileSourceEffect().apply(game, source); - return new ReturnFromGraveyardToBattlefieldTargetEffect().apply(game, source); + return effect.apply(game, source); } return true; } diff --git a/Mage/src/mage/game/GameImpl.java b/Mage/src/mage/game/GameImpl.java index da2c5aa816..a0b1c22579 100644 --- a/Mage/src/mage/game/GameImpl.java +++ b/Mage/src/mage/game/GameImpl.java @@ -1465,6 +1465,7 @@ public abstract class GameImpl implements Game, Serializable { } else { TriggeredAbility newAbility = ability.copy(); newAbility.newId(); + // Too early, becuase no targets set yet !!!!!!!!!!! for (Effect effect : newAbility.getEffects()) { effect.getTargetPointer().init(this, newAbility); }