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* Fixed a bug that automatically pass priority after putting an activated ability to stack passed to next phase if the ability was not put on the stack (e.g. Suspend).
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1 changed files with 3 additions and 1 deletions
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@ -1136,7 +1136,9 @@ public abstract class PlayerImpl implements Player, Serializable {
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justActivatedType = null;
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if (result) {
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if (isHuman() && (ability.getAbilityType().equals(AbilityType.SPELL) || ability.getAbilityType().equals(AbilityType.ACTIVATED))) {
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setJustActivatedType(ability.getAbilityType());
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if (ability.isUsesStack()) { // if the ability does not use the stack (e.g. Suspend) auto pass would go to next phase unintended
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setJustActivatedType(ability.getAbilityType());
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}
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}
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game.getPlayers().resetPassed();
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}
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