- 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
65 lines
678 B
Plaintext
65 lines
678 B
Plaintext
#Testing That Keldon Warlord's power and toughness change as expected
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[INIT]
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COMBATATTACKERS
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[PLAYER1]
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inplay:1308,1301
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[PLAYER2]
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life:20
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hand:1229
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inplay:1393
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[DO]
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1308
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1301
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next
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#blockers
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next
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#combatdamage
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next
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#endofcombat
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next
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#main phase II
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next
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#eot
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next
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#cleanup
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next
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#untap 2
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next
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#upkeep 2
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next
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#draw 2
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next
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#firstmain 2
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1393
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1229
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1308
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eot
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#untap
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next
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#upkeep
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next
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#draw
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next
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#firstmain
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next
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#combatbegin
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next
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#combatattackers
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1301
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next
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#combat blocker
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next
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#combat damage
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next
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#combat end
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1308
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[ASSERT]
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COMBATEND
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[PLAYER1]
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hand:1308
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inplay:1301
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[PLAYER2]
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graveyard:1229
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inplay:1393
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life:16
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[END] |