*Fixed combat damage triggers going off way too late. This fixes Trygon Predator among many others.

*Fixed Trinket Mage.
*Fixed Coastal Piracy triggering everywhere.
This commit is contained in:
jendave
2011-08-06 16:41:37 +00:00
parent 9a1c924c8d
commit 79c2544cc8
3 changed files with 6 additions and 2 deletions

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@@ -2,7 +2,7 @@ Name:Coastal Piracy
ManaCost:2 U U
Types:Enchantment
Text:no text
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl | ValidTarget$ Opponent | CombatDamage$ True | Optional$ True | Execute$ TrigDraw | TriggerDescription$ Whenever a creature you control deals combat damage to an opponent, you may draw a card.
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl | ValidTarget$ Opponent | CombatDamage$ True | Optional$ True | TriggerZones$ Battlefield | Execute$ TrigDraw | TriggerDescription$ Whenever a creature you control deals combat damage to an opponent, you may draw a card.
SVar:TrigDraw:AB$Draw | Cost$ 0 | NumCards$ 1
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/coastal_piracy.jpg

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@@ -3,7 +3,7 @@ ManaCost:2 U
Types:Creature Human Wizard
Text:no text
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Self | TriggerZones$ Battlefield | Execute$ TrigChange | Optional$ True | TriggerDescription$ When CARDNAME enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Hand | ChangeType$ ChangeType$ Artifact.cmcLE1 | ChangeNum$ 1
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Hand | ChangeType$ Artifact.cmcLE1 | ChangeNum$ 1
PT:2/2
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/trinket_mage.jpg

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@@ -290,6 +290,10 @@ public class Phase extends MyObservable
AllZone.ComputerPlayer.resetNumDrawnThisTurn();
}
//This line fixes Combat Damage triggers not going off when they should
AllZone.Stack.unfreezeStack();
resetPriority();
}