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Fixed a problem that tokens that came into play with modified attributes (P/T e.g. from Master of Etherium) were seen for triggered abilities (e.g. Sword of the Meek ) with unmodified attributes.
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8 changed files with 106 additions and 14 deletions
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.cards.abilities.equipped;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.game.permanent.Permanent;
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import org.junit.Assert;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class SwordOfTheMeekTest extends CardTestPlayerBase {
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/**
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* Played a game vs. the AI when I noticed the following:
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*
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* Had Master of Etherium and Myrsmith in play, Sword of the Meek in the
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* graveyard. I cast an artifact spell, Myrsmith triggers. I pay {1} to get
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* a Myr token which enters the battlefield as a 2/2 (due to Master of
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* Etherium), but Sword of the Meek triggers regardless and I can have it
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* enter the battlefield attached to the token. Also, Myrsmith's trigger
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* wasn't optional, it didn't ask whether I wanted to pay or not.
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*/
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@Test
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public void testEquipAlive() {
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// Master of Etherium's power and toughness are each equal to the number of artifacts you control.
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// Other artifact creatures you control get +1/+1.
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addCard(Zone.BATTLEFIELD, playerA, "Master of Etherium", 1); // Creature 1/1
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// Whenever you cast an artifact spell, you may pay . If you do, put a 1/1 colorless Myr artifact creature token onto the battlefield.
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addCard(Zone.BATTLEFIELD, playerA, "Myrsmith", 1); // Creature 1/1
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.HAND, playerA, "Chromatic Star");
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// Equipped creature gets +1/+2.
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// Equip {2}
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// Whenever a 1/1 creature enters the battlefield under your control, you may return Sword of the Meek from your graveyard to the battlefield, then attach it to that creature.
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addCard(Zone.GRAVEYARD, playerA, "Sword of the Meek");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Chromatic Star");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Chromatic Star", 1);
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assertPermanentCount(playerA, "Myr", 1);
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assertPowerToughness(playerA, "Myr", 2, 2);
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assertPermanentCount(playerA, "Sword of the Meek", 0);
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assertPowerToughness(playerA, "Master of Etherium", 3, 3);
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Permanent myr = getPermanent("Myr", playerA.getId());
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Assert.assertTrue("Myr may not have any attachments", myr.getAttachments().isEmpty());
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}
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}
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@ -54,6 +54,7 @@ public class ReflectingPoolTest extends CardTestPlayerBase {
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addCard(Zone.HAND, playerA, "Crumbling Vestige", 1);
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playLand(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Crumbling Vestige");
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setChoice(playerA, "Red");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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