Erwan
- 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:
@@ -11,8 +11,6 @@ next
|
||||
1250
|
||||
next
|
||||
next
|
||||
next
|
||||
1370
|
||||
[ASSERT]
|
||||
COMBATEND
|
||||
[PLAYER1]
|
||||
|
||||
@@ -10,8 +10,11 @@ white knight
|
||||
next
|
||||
fire elemental
|
||||
next
|
||||
#combat damage first strike
|
||||
next
|
||||
fire elemental
|
||||
#combat damage
|
||||
next
|
||||
#ocombat end
|
||||
[ASSERT]
|
||||
COMBATEND
|
||||
[PLAYER1]
|
||||
|
||||
@@ -13,7 +13,7 @@ next
|
||||
1365
|
||||
next
|
||||
next
|
||||
1370
|
||||
next
|
||||
[ASSERT]
|
||||
COMBATEND
|
||||
[PLAYER1]
|
||||
|
||||
@@ -9,10 +9,6 @@ next
|
||||
next
|
||||
#attackers
|
||||
next
|
||||
#blockers
|
||||
next
|
||||
#damage
|
||||
next
|
||||
#combat end
|
||||
[ASSERT]
|
||||
COMBATEND
|
||||
|
||||
Reference in New Issue
Block a user