- Fixed empty ActionStack "interrupt" messages
- If no attackers are declared, go straight to Combat end phase
- Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step
- Second Damage step is called "Combat Damage (2)"
- UserRequestNextPhase is to be used knowing that it might not succeed
- Step change for GuiCombat is now computed at GameObserver::nextGamePhase

Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-09-13 12:42:18 +00:00
parent 1f67998d7a
commit 7ce2c563e1
29 changed files with 130 additions and 128 deletions

View File

@@ -709,17 +709,7 @@ type=Sorcery
mana={3}{U}{U}
[/card]
[card]
text=Toxic Iguanar has deathtouch as long as you control a green permanent. (Whenever it deals damage to a creature, destroy that creature.)
id=170956
name=Toxic Iguanar
rarity=C
type=Creature
mana={R}
power=1
subtype=Lizard
toughness=1
[/card]
[card]
text=Counter target spell. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)
id=179508