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| } | ||
| return; | ||
| case BEGINNING_PHASE_PRE: | ||
| if (game.getTurnNum() == 1) { |
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Doesn't work for other players. And I don't understand why you need that watcher at all (to clear and to check) - it must trigger on any main 1 and it does by PRECOMBAT_MAIN_PHASE_PRE above in ParadigmDelayedTriggeredAbility.
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it's the same as the one for Once Upon a Time, it has to clear at the beginning of the game because watchers stay for the whole match
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because watchers stay for the whole match
Hmm… Nope. Game watchers clear on each game (it’s created for each game). Only user’s data (player) share inside match.
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well the Once Upon a Time watcher needed the code because it wasn't always resetting between games and I'm pretty sure it was happening during matches
| } | ||
| } | ||
| if (result) { | ||
| game.fireEvent(new GameEvent(GameEvent.EventType.RESOLVING_ABILITY, this.getId(), this.getSpellAbility(), this.getControllerId())); |
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You are added new event SPELL_RESOLVED, but using RESOLVING_ABILITY instead
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yeah forgot to change that, thanks for catching
| if (player == null) { | ||
| return false; | ||
| } | ||
| player.moveCardsToExile(sourceCard, source, game, true, null, "Paradigm"); |
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| @Override | ||
| public boolean checkTrigger(GameEvent event, Game game) { | ||
| return game.isActivePlayer(getControllerId()); |
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Use cases:
- Is it trigger with copied spells on stack (no copy in exile so no trigger)?
- Is it trigger after remove from exile (no card in exile so no trigger)?
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yeah, it doesn't matter if the spell was a copy or if it's in exile, it still creates the copy each turn

Haven't tested this yet, needs tests, etc