* 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).

This commit is contained in:
LevelX2 2015-09-25 22:04:49 +02:00
parent a88e336b55
commit c7edbbac5b

View file

@ -1136,7 +1136,9 @@ public abstract class PlayerImpl implements Player, Serializable {
justActivatedType = null; justActivatedType = null;
if (result) { if (result) {
if (isHuman() && (ability.getAbilityType().equals(AbilityType.SPELL) || ability.getAbilityType().equals(AbilityType.ACTIVATED))) { if (isHuman() && (ability.getAbilityType().equals(AbilityType.SPELL) || ability.getAbilityType().equals(AbilityType.ACTIVATED))) {
setJustActivatedType(ability.getAbilityType()); if (ability.isUsesStack()) { // if the ability does not use the stack (e.g. Suspend) auto pass would go to next phase unintended
setJustActivatedType(ability.getAbilityType());
}
} }
game.getPlayers().resetPassed(); game.getPlayers().resetPassed();
} }