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are you sure its combat damage your interupting? and not the warning for combat
ends?
Original comment by omegabla...@gmail.com
on 7 Nov 2010 at 2:56
100% sure. I will provide screenshots if needed. This thing is very easy to
confirm if you don't have phase automation. Just compare to 0.13.1 if you need
to be completely convinced that the behavior is different.
Again, it's not a release blocker, but it's annoying.
Original comment by wagic.the.homebrew@gmail.com
on 7 Nov 2010 at 10:45
i would like to add to this, the same annoyence happens with no pass phase
on...draw step.
draw step is forcing players to hit left trigger even tho there is absolutely
no actions in MTG rules, or stratigies that can take place AFTER the draw
during the draw step.
Original comment by omegabla...@gmail.com
on 10 Nov 2010 at 5:51
[deleted comment]
tracked this one down, it is not directed at player 2, what is happening is
first strike and double strike now offer an interupt before THIER damage step,
and then you get offered another interupt offer for the real damage step. not
game breaking, but yes i agree its slightly annoying.
Original comment by omegabla...@gmail.com
on 25 Nov 2010 at 10:31
note that one difference with the Draw step is that the draw interrupt has
always been there, and was intentional, as a way to provide the player with a
possibility to interrupt the AI's turn before the first main phase.
I later understood that it was not ok with the MTG rules, but it's not the same
issue.
Original comment by wagic.the.homebrew@gmail.com
on 25 Nov 2010 at 10:42
i was talking about AFTER the interupt, the interupt i think is fine, but then
it sits there....waiting for a left trigger press...it should be
"interupt:yes/no" no---->go...not interupt:no--->sit there and wait for trigger
button press......
Original comment by omegabla...@gmail.com
on 25 Nov 2010 at 1:52
also i meant on YOUR turn, not ai's turn.
Original comment by omegabla...@gmail.com
on 25 Nov 2010 at 1:53
Ah, thanks for the clarification, I see what you mean now, after drawing, the
draw step should automatically end, not allowing you to do anything at that
step.
Original comment by wagic.the.homebrew@gmail.com
on 25 Nov 2010 at 2:01
a fix for this is on the way, still playtesting it.
Original comment by omegabla...@gmail.com
on 6 Dec 2010 at 11:32
committed a change/ rearrange that corrects this, please check it out when you
have a chance.
Original comment by omegabla...@gmail.com
on 7 Dec 2010 at 6:13
this still exist, had to revert the change that removed this.
Original comment by omegabla...@gmail.com
on 9 Dec 2010 at 2:18
ok after some research, it turns out that this is NOT a bug, combat steps are
now following MTG rules
Combat phase
----Beginning of combat step
--------Triggered abilities that triggered at the beginning of combat are put
on the stack.
--------Players receive priority (starting with the active player).
----Declare attackers step
--------Active player declares attackers.
--------Triggered abilities that triggered at the beginning of this step or
upon declaration of attackers
--------are put on the stack.
--------Players receive priority (starting with the active player).
--------Skip to end of combat step if no attackers have been declared.
----Declare blockers step
--------Defending player declares blockers.
--------Triggered abilities that triggered at the beginning of this step or
upon declaration of blockers
--------are put on the stack.
--------Players receive priority (starting with the active player).
----First strike combat damage step (This step doesn't happen if no creatures
with first or double
----strike are involved with combat.)
--------First/double strike combat damage is assigned and dealt.
--------Players receive priority (starting with the active player).<----look
here
----Combat damage step
--------Regular/double strike combat damage is assigned and dealt.
--------Players receive priority (starting with the active player). <--look here
----End of combat
--------Triggered abilities that trigger "at end of combat" are put on the
stack.
--------Players receive priority (starting with the active player).
when first or double damage is called for in MTG rules...you get a 2ND combat
damage step and the player IS supposed to be able to respond inbetween the 2
steps...
meaning being offered a second interrupt is correct.
"After combat damage is dealt in either the "first strike" combat damage step
or "normal" combat damage step, the active player gets priority. This is partly
necessary to check state-based actions before the next combat damage step,
important for dealing with creatures that have been dealt lethal damage, but it
also provides players the opportunity to cast spells or activate abilities
before the next step.
__________________
DCI Regional Judge (L3)"
Original comment by omegabla...@gmail.com
on 26 Jan 2011 at 2:32
Thanks a lot for the research.
As I sent you by PM (but posting here as well for archives), can you give a
real-life example of when this is useful, and how the lack of interrupt would
prevent Wagic to handle the case?
Thanks a lot.
Original comment by wagic.the.homebrew@gmail.com
on 26 Jan 2011 at 10:52
Original issue reported on code.google.com by
wagic.the.homebrew@gmail.com
on 7 Nov 2010 at 9:37