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*Added a way to force state effect checking, regardless of wether something is resolving. The only thing that uses this is Persist, currently.
*Fixed Persist's interaction with Melira, Sylvok Outcast.
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@@ -634,14 +634,22 @@ public class GameAction {
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return isGameDone;
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return isGameDone;
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}
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}
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/**
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/**
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* <p>checkStateEffects.</p>
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* <p>checkStateEffects.</p>
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*/
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*/
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public final void checkStateEffects() {
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public final void checkStateEffects() {
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checkStateEffects(false);
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}
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// sol(10/29) added for Phase updates, state effects shouldn't be checked during Spell Resolution
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/**
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if (AllZone.getStack().getResolving()) {
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* <p>checkStateEffects.</p>
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*
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* @param force a boolean. States wether or not state effect checking should be forced, even if a spell is in the middle of resolving.
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*/
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public final void checkStateEffects(boolean force) {
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// sol(10/29) added for Phase updates, state effects shouldn't be checked during Spell Resolution (except when persist-returning
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if (AllZone.getStack().getResolving() && !force) {
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return;
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return;
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}
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}
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@@ -1031,6 +1039,7 @@ public class GameAction {
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if (AllZone.getZoneOf(persistCard).is(Constant.Zone.Graveyard)) {
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if (AllZone.getZoneOf(persistCard).is(Constant.Zone.Graveyard)) {
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PlayerZone ownerPlay = persistCard.getOwner().getZone(Constant.Zone.Battlefield);
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PlayerZone ownerPlay = persistCard.getOwner().getZone(Constant.Zone.Battlefield);
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Card card = moveTo(ownerPlay, persistCard);
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Card card = moveTo(ownerPlay, persistCard);
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AllZone.getGameAction().checkStateEffects(true);
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card.addCounter(Counters.M1M1, 1);
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card.addCounter(Counters.M1M1, 1);
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}
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}
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}
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}
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