text=Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token onto the battlefield.
auto=bury && token(Ape,creature,3/3,green) targetcontroller"
Doesn't work, if cast on creature the player is controlling, it works, but when cast on opponent's creature, token ends up on player's side.
-Issue 31 fixed. Land and tokens don't use the stack anymore. Taking control of a card in opponent's battlefield doesn't trigger "spell cast" triggers either
* mtgid now defaults to 0.
* TextScroller will not update when empty.
* Cache now moves WCachedResources we're finished with to a garbage pool for later use (to reduce memory fragmentation).
* Demo still crashes... but I'm thinking that has to do with fragmentation, not a leak?
- 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
Example: all creature gets +1/+1
auto=lord(creature) 1/1
Example2: pay {2} all other creatures get +2/+2 and flying until end of turn.
auto={2}:lord(creature) 2/2 other ueot && lord(creature) flying other ueot.
Example3: Whenever a player put a creature onto the battlefield, all creature that player controllers attack this turn if able.
auto=@movedTo(creature|battlefield):lord(creature|XYZ player) mustattack ueot
- removed useless "color=" lines
- Added color override for cards such as crimson kobolds (note: color should be after the "mana" line to avoid side effects)