forked from External/mage
* Until your next turn effects - fixed that continuous effects of lost/leaved players can be discarded by combat or some cards before next turn starts;
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a2e4e55811
commit
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14 changed files with 147 additions and 93 deletions
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@ -1,7 +1,5 @@
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package mage.abilities.effects.common;
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import java.io.ObjectStreamException;
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import mage.MageObject;
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import mage.abilities.Ability;
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import mage.abilities.MageSingleton;
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@ -20,6 +18,8 @@ import mage.players.PlayerList;
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import mage.target.Target;
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import mage.target.common.TargetOpponent;
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import java.io.ObjectStreamException;
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/**
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* 1. The controller of the spell or ability chooses an opponent. (This doesn't
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* target the opponent.) 2. Each player involved in the clash reveals the top
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@ -36,7 +36,7 @@ import mage.target.common.TargetOpponent;
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* 7. The clash spell or ability finishes resolving. That usually involves a
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* bonus gained by the controller of the clash spell or ability if they won
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* the clash. 8. Abilities that triggered during the clash are put on the stack.
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*
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* <p>
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* There are no draws or losses in a clash. Either you win it or you don't. Each
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* spell or ability with clash says what happens if you (the controller of that
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* spell or ability) win the clash. Typically, if you don't win the clash,
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@ -148,7 +148,7 @@ public class ClashEffect extends OneShotEffect implements MageSingleton {
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if (cardOpponent != null && current.getId().equals(opponent.getId())) {
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topOpponent = current.chooseUse(Outcome.Detriment, "Put " + cardOpponent.getLogName() + " back on top of your library? (otherwise it goes to bottom)", source, game);
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}
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nextPlayer = playerList.getNext(game);
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nextPlayer = playerList.getNext(game, false);
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} while (nextPlayer != null && !nextPlayer.getId().equals(game.getActivePlayerId()));
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// put the cards back to library
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if (cardController != null) {
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