- 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
31 lines
374 B
Plaintext
31 lines
374 B
Plaintext
#Stasis : will my grizzly bears attack twice, or will they stay untapped ?
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[INIT]
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COMBATATTACKERS
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[PLAYER1]
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inplay: 1250,1225
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[PLAYER2]
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[DO]
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1250
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eot
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eot
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#untap player 1
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next
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#draw
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next
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#main 1
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next
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#combat begins
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next
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#attackers
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1250
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next
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#combat end
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[ASSERT]
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COMBATEND
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[PLAYER1]
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inplay:1250
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graveyard:1225
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manapool:{0}
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[PLAYER2]
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life:18
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[END] |