Ok, I've managed to get the Annihilator bugs worked out (the controller of a creature with Annihilator in a 2-Headed Giant game can now choose which player is the target of the Annihilator effect, just like the rulings). I've also simplified how we can code Annihilator down to 3 function calls so an Annihilator ability will end up looking like this:
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<TRIGGERED_ABILITY badge="BADGE_ANNIHILATOR">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Annihilator 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Annihilateur 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aniquilador 2.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vernichter 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Annientatore 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[滅殺 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[절멸 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Аннигилятор 2]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aniquilador 2]]></LOCALISED_TEXT>
<TRIGGER value="ATTACKING" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_Annihilator_Player_Choosing()
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Annihilator_Permanent_Choosing( 2 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_Annihilator_Sacrificing()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
This is a non-issue as life gain from
Lifelink is not supposed to happen before the player takes damage (this is just silly).
I see nothing wrong with
Kor Spiritdancer,
Guardian's Magemark, or
Armored Ascension. My guess here would be problems with the net code in multiplayer games (sync, lag, etc...).
Master Thief 's controller remains in control of Artifact after MT has died.
I see no way for the effect to remain after
Master Thief dies (once
Master Thief dies then EffectSource() will be nil and the effect will end).
About the only way I can see this happening given the code is if a
Sulfuric Vortex is in play (because internally you would need to gain life if you are at less than 5 life and
Sulfuric Vortex will prevent you from gaining life).
Redirect working on some platforms (steam) and not others.
Redirect is coded correctly (hard to screw up code this simple).
This might be a layer issue as such I'll have to run some tests before I can comment on this one.
If this is true then it is likely an engine bug as I'm not seeing any problems with the card, though I could add a SetZone for ZONE_BATTLEFIELD to try and make sure.
The problem here was exactly as kevlahnota said and I have fixed it (it will be in the core fixes wad).
I will post the core fixes wad as soon as I make it through all of the reported card problems (which will probably be sometime tomorrow unless several more are reported).
Updates:
Reverberate,
Redirect (I already mentioned this one), and
Twincast are all coded properly, if there is a problem it is with the game enigne and there is nothing I can do about it.
Ovinize is not stripping abilities properly
Ovinize is coded properly (I've had it cast on my creatures enough times to know).
Turn to Frog is properly coded.
Hollow Damage is not being prevented.
I assume this is referring to
Hollowborn Barghest, in which case this is not damage, this is loss of life. Loss of life and damage are not the same.
This is an error in the code, FE_CARD_NAME is used instead of FE_CARD_INSTANCE. Simple fix.
I just did a test and it does not recognize exiled zombies so no fix is necessary.