friarsol wrote:Alright had a bunch more succesful tests, one small tweak to handle Delayed Triggers storing their Trigger Objects (without a cards.txt change). I think this puppy is ready for you guys to try to break it. Hopefully there won't be anything major, but we should have plenty of time to test away.
The multi target tests were positive so far.
The change did break the unless cost for abilities though. It's no big deal since it was broken for spells already. I think the problem is, that the human input [GameActionUtil.payManaDuringAbilityResolve(source + "\r\n", ability.getManaCost(), Command.Blank, unpaidCommand);] will hold back until the spellability completely resolves (you can see that subabilities like that of
Runeboggle happen before the input) and when the input resolves and calls "sa.resolve()" the sa is no longer there.
Any ideas how to fix this?