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[fixed/closed]Cromat

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[fixed/closed]Cromat

Postby stassy » 30 Oct 2013, 07:05

Describe the Bug:
Cromat is missing all his ability but regen

Which card did behave improperly ?
Cromat

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
OoAv2

What exactly should be the correct behavior/interaction ?
Cromat has all his abilities

Are any other cards possibly affected by this bug ?
-

Image
Last edited by BAgate on 02 Sep 2016, 02:19, edited 16 times in total.
Reason: closed
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Re: Cromat

Postby Gargaroz » 30 Oct 2013, 16:22

Fixed as 91f810a
However remember that, as usual, when in regeneration phase you'll be able only to regenerate Cromat.
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Re: [still bugged]Cromat

Postby BAgate » 31 Jan 2014, 21:59

Still missing all abilities except regeneration.
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Re: [still bugged]Cromat

Postby Gargaroz » 01 Feb 2014, 16:21

Fixed in 2376dc8
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [still bugged]Cromat

Postby BAgate » 03 Mar 2014, 02:30

More abilities are there.
1) Destroy creature works.
2) Gains flying works.
3) regenerate works.
4) pump works.
5) put on top of library - menu says return to hand, it costs UR instead of GU, and it doesn't work.
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Re: [still bugged]Cromat

Postby Gargaroz » 14 Mar 2014, 22:25

Fixed in 417f1cf
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [still bugged]Cromat

Postby BAgate » 24 Apr 2014, 08:36

put on top of library - costs UR and gives flying
pump - RW and puts on top of lib
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Re: [still bugged]Cromat

Postby Gargaroz » 14 May 2014, 15:13

Fixed in 4474540
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [fixed]Cromat

Postby Aswan jaguar » 06 Oct 2014, 15:25

Previous bugs are fixed.
Only bug that has now is that when Cromat is blocked or is blocking a creature and you try to activate one of it's abilities:
You will be prompted firstly to pay {B} {G} (which is the regeneration cost) then:
a- if you cancel then the menu with all options will open but no matter what you select it will be cancelled.
b- if you pay {B} {G} then you will be asked to target a creature and then the menu with all abilities will open where if you pay the activation costs the abilities will work.

EDIT: Damn where are the bugs that I don't have to spend 10-15 minutes at least to test. #-o
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Re: [still bugged]Cromat

Postby BAgate » 06 Oct 2014, 22:34

Welcome to my world...
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Re: [still bugged]Cromat

Postby Aswan jaguar » 07 Oct 2014, 04:12

To be exact welcome to my world...
I have tested thoroughly so many times so many fuse,split,with kickers,etc that like Gargaroz when I see one being reported again... ](*,)
Also I don't know about you but my nightmare when testing these cards is to find that the last bug has been fixed but a feature that worked before is now bugged.
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Re: [still bugged]Cromat

Postby BAgate » 07 Oct 2014, 06:10

That's happened often enough that I just accept it. My nightmares usually relate to bugs that require the AI doing something. I can tolerate running through a dozen variations, but waiting for the computer to decide to take 1 out of 100 paths...

How you and Stassy managed when it was just the two of you is beyond me.
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Re: [still bugged]Cromat

Postby Gargaroz » 28 Oct 2014, 16:27

Fixed in dffc684
I tested the others abilities too and they seems to work.
Hopefully, we won't go back on this again.
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [fixed]Cromat

Postby Aswan jaguar » 28 Nov 2014, 05:39

Everything on the card is working BUT Gargaroz you have left some test code I guess since when Cromat enters the battlefield it puts in play 5 basic lands one of each colour.

edit- I found one more bug if Cromat is dealt lethal damage and you have mana to regenerate and mana to activate it's other abilities you can use it's other abilities to return it to hand for instance BEFORE you regenerate it.
Last edited by Aswan jaguar on 28 Nov 2014, 06:08, edited 1 time in total.
Reason: edit
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Re: [still bugged-test code left]Cromat

Postby Gargaroz » 03 Dec 2014, 16:52

Fixed both in ae80465
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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