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More Umezawa's Jitte bugs #10763

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billyg-da-great opened this issue Aug 6, 2023 · 2 comments · Fixed by #10767
Closed

More Umezawa's Jitte bugs #10763

billyg-da-great opened this issue Aug 6, 2023 · 2 comments · Fixed by #10767
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@billyg-da-great
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Umezawa's jitte getting an extra set of counters (so 4 instead of 2) when equipped creature has trample and hits a creature and player.

scenario showing this:
1.) opponent has reality smasher equiped with umezawa's jitte and no counters
2.) swings in and is blocked by glistener elf, then pendlehaven is activated on elf making it a 2/3
3.) berserk is cast on glistener elf to make it a 4/3 (to give the smasher 4 -1/-1 counters)
4.) combat damage hits (no first strike phase because nothing has first strike or double strike)
5.) umezawa's jitte gets 4 counters ?????? should only have 2, non double strike damage (even trample on multiple creatures/players) is only 1 set of damage and should only give 2 counters

ty

@xenohedron xenohedron added the bug Bugs and errors label Aug 6, 2023
@xenohedron
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Looks like we have GameEvent.EventType.DAMAGED_PLAYER_BATCH along with GameEvent.EventType.DAMAGED_PERMANENT_BATCH and the trigger checks both. The engine needs to be adjusted to fire a new event encompassing both so that abilities like this can have a single event trigger. Should be doable, but not a straightforward fix.

@ssk97
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ssk97 commented Aug 6, 2023

Looking at DealsCombatDamageTriggeredAbility, that issue has previously been solved with a usedInPhase boolean. It'd probably be easier to just port that logic over to DealsCombatDamageEquippedTriggeredAbility as well?

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