- 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)
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- InGame Text display is now an option
- Fixed *Duos in SHM, benalish knight, beeligerent hatchling, removed demigod of revenge (needs extensive testing)
- added "ueot" for p/t and abilities gaining in the parser, as part as the fix for safehold duo