- Fixed persist/undying triggering even when the dying has been replaced.

This commit is contained in:
Sloth
2013-08-01 18:16:23 +00:00
parent 487900ea58
commit aa846eed7d

View File

@@ -1395,11 +1395,17 @@ public class GameAction {
return false;
}
final boolean persist = (c.hasKeyword("Persist") && (c.getCounters(CounterType.M1M1) == 0)) && !c.isToken();
final boolean undying = (c.hasKeyword("Undying") && (c.getCounters(CounterType.P1P1) == 0)) && !c.isToken();
final Card newCard = this.moveToGraveyard(c);
boolean persist = (c.hasKeyword("Persist") && c.getCounters(CounterType.M1M1) == 0) && !c.isToken();
boolean undying = (c.hasKeyword("Undying") && c.getCounters(CounterType.P1P1) == 0) && !c.isToken();
// don't trigger persist/undying if the dying has been replaced
if (newCard == null || !newCard.isInZone(ZoneType.Graveyard)) {
persist = false;
undying = false;
}
// Destroy needs to be called with Last Known Information
c.executeTrigger(ZCTrigger.DESTROY);