Modified
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@@ -3013,7 +3013,7 @@ int AAMover::resolve()
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if (destZone == game->players[i]->game->inPlay && fromZone != game->players[i]->game->inPlay && fromZone
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if (destZone == game->players[i]->game->inPlay && fromZone != game->players[i]->game->inPlay && fromZone
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!= game->players[i]->opponent()->game->inPlay)
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!= game->players[i]->opponent()->game->inPlay)
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{
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{
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if(_target->hasSubtype(Subtypes::TYPE_AURA) && destZone == game->players[i]->game->inPlay)
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if(_target->hasSubtype(Subtypes::TYPE_AURA))
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{//put into play aura if there is no valid targets then it will be in its current zone
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{//put into play aura if there is no valid targets then it will be in its current zone
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MTGAbility *a = NEW AACastCard(game, game->mLayers->actionLayer()->getMaxId(), _target, _target,false,false,false,"","Put in play",false,true);
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MTGAbility *a = NEW AACastCard(game, game->mLayers->actionLayer()->getMaxId(), _target, _target,false,false,false,"","Put in play",false,true);
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a->oneShot = false;
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a->oneShot = false;
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@@ -3033,6 +3033,7 @@ int AAMover::resolve()
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andAbilityClone->addToGame();
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andAbilityClone->addToGame();
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}
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}
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}
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}
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return 1;
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}
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}
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else
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else
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{
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{
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