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- Different logic update, seems more appropriate.
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@@ -657,7 +657,7 @@ public class DamageDealAi extends DamageAiBase {
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}
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}
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}
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}
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} else if (tgt.canTgtCreature()) {
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} else if (tgt.canTgtCreature() || tgt.canTgtPlaneswalker()) {
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final Card c = this.dealDamageChooseTgtC(ai, sa, dmg, noPrevention, enemy, mandatory);
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final Card c = this.dealDamageChooseTgtC(ai, sa, dmg, noPrevention, enemy, mandatory);
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if (c != null) {
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if (c != null) {
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//option to hold removal instead only applies for single targeted removal
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//option to hold removal instead only applies for single targeted removal
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@@ -690,7 +690,7 @@ public class DamageDealAi extends DamageAiBase {
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}
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}
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// TODO: Improve Damage, we shouldn't just target the player just
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// TODO: Improve Damage, we shouldn't just target the player just
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// because we can
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// because we can
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else if (sa.canTarget(enemy)) {
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if (sa.canTarget(enemy) && tcs.getNumTargeted() < tgt.getMaxTargets(source, sa)) {
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if (((phase.is(PhaseType.END_OF_TURN) && phase.getNextTurn().equals(ai))
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if (((phase.is(PhaseType.END_OF_TURN) && phase.getNextTurn().equals(ai))
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|| (SpellAbilityAi.isSorcerySpeed(sa) && phase.is(PhaseType.MAIN2))
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|| (SpellAbilityAi.isSorcerySpeed(sa) && phase.is(PhaseType.MAIN2))
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|| ("PingAfterAttack".equals(sa.getParam("AILogic")) && phase.getPhase().isAfter(PhaseType.COMBAT_DECLARE_ATTACKERS) && phase.isPlayerTurn(ai))
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|| ("PingAfterAttack".equals(sa.getParam("AILogic")) && phase.getPhase().isAfter(PhaseType.COMBAT_DECLARE_ATTACKERS) && phase.isPlayerTurn(ai))
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