- 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
24 lines
408 B
Plaintext
24 lines
408 B
Plaintext
#Testing Telekinetic sliver
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# text=All Slivers have "{T}: Tap target permanent."
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[INIT]
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FIRSTMAIN
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[PLAYER1]
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inplay:Telekinetic Sliver,Metallic sliver,grizzly bears
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[PLAYER2]
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[DO]
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Metallic sliver
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grizzly bears
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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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grizzly bears
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next
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#combat ends
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[ASSERT]
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COMBATEND
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[PLAYER1]
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inplay:Telekinetic Sliver,Metallic sliver,grizzly bears
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[PLAYER2]
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life:20
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[END] |