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[Fixed] Bug Archive

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Re: No tokens for Mongrel Pack

Postby 0rion79 » 21 Jan 2012, 16:40

I have just got the deckbuilder patch. Please, may you post here again the link for DB2? Just to prevent mistakes on my side.
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Re: No tokens for Mongrel Pack

Postby stassy » 21 Jan 2012, 22:24

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Re: [checked-wait info]Asmira, Holy Avenger

Postby Gargaroz » 22 Jan 2012, 02:43

Card recoded and fixed. However, now Asmira needs the Deadbox.
That variable is really there, as it's used also by Khabal Ghoul, but it counts all creatures dead for both players, so it's not useful for Asmira.
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Re: No tokens for Mongrel Pack

Postby 0rion79 » 22 Jan 2012, 07:43

I did such a mess only to discover that I had the right version. I'm sorry to say that the card is triggered only when the Mongrel Pack dies tue to an opponent's source. I tried to kill my one with bolts and diamond valley, then had to force the AI to block and in that case the insect tokens were created.
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[fixed]Madness effect

Postby 0rion79 » 22 Jan 2012, 08:13

As you can see by attached image, the madness effect causes an Air Elemental to appear in owner's graveyard and creature with madness is exiled from hand.
In order:
1 madness creatures is discarded by me and is exiled
2 madness effect card appears, is "yellow" but does nothing once clicking on it
3 such effect leaves the game and the air elemental appears.

I tried to do it with a deck built around that ability, testing the effect with Jalum Tome and Wild Mongrel. I have tried 2 times, that's why there are 2 elementals.
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madness.jpg
Last edited by stassy on 23 Jan 2012, 03:37, edited 1 time in total.
Reason: bug fixed
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Re: No tokens for Mongrel Pack

Postby Aswan jaguar » 22 Jan 2012, 10:43

Well,that's why savegames or screen-shots are so important we would have discovered it from the beginning.
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Re: [confirmed]Oran-Rief Survivalist

Postby Sonic » 22 Jan 2012, 22:57

That's been the problem with only having 2 types available to the original game coding - whatever type is left out someone will complain.

So you'll just have to wait till Gargaroz finishes implementing the 'new types' fields in the manalink.xls - then you'll have space for up to 7 types for each card.

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Re: [confirmed]Oran-Rief Survivalist

Postby oito » 23 Jan 2012, 01:09

Sonic wrote:That's been the problem with only having 2 types available to the original game coding - whatever type is left out someone will complain.

So you'll just have to wait till Gargaroz finishes implementing the 'new types' fields in the manalink.xls - then you'll have space for up to 7 types for each card.

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Yeah, I was pretty sure the "2 type limit" was the source of this bug. It's just a bit annoying that almost none of the "ally" creatures work because of it :P

Oh well... I understand how hard it can be to code around these imposed limits (especially given no original source code and with all the asm-coded cards), so I'll just patiently await the fix ;) thanks for the confirmation.
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Re: [confirmed]Oran-Rief Survivalist

Postby Gargaroz » 23 Jan 2012, 01:32

Good news ! Now the "new type" fields of the CSV are supported, so all these bug with creatures with more than 2 subtypes are gone, except for the targenting function, that couldn't use the values of the new fields (for now).
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Re: [confirmed]Baloth Cage Trap

Postby Gargaroz » 23 Jan 2012, 01:36

Fixed.
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Re: [confirmed]Hada Freeblade

Postby Gargaroz » 23 Jan 2012, 01:38

Fixed, like all the others "more than 2 subtype" bugs.
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Re: Madness effect

Postby Gargaroz » 23 Jan 2012, 02:02

Fixed.
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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[fixed by Gargaroz]Inexorable Tide

Postby 0rion79 » 23 Jan 2012, 07:50

: Inexorable Tide is activated by opponent's spell too, while it should be activated only by spells played by its owner.
Last edited by Aswan jaguar on 26 Jan 2012, 16:10, edited 2 times in total.
Reason: fixed bug
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Re: [fixed by Gargaroz]Oran-Rief Survivalist

Postby Aswan jaguar » 23 Jan 2012, 08:28

Gargaroz could you give an example to understand what do you mean by:
Gargaroz:except for the targenting function, that couldn't use the values of the new fields (for now)
.
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Re: [fixed by Gargaroz]Oran-Rief Survivalist

Postby oito » 23 Jan 2012, 09:34

Thanks Gargaroz ^^ that's very cool.

Aswan jaguar wrote:Gargaroz could you give an example to understand what do you mean by:
Gargaroz:except for the targenting function, that couldn't use the values of the new fields (for now)
.
I think the new types only work for static and triggered effects (like... "all goblins get X" or "when goblin comes into play do X"), but not for targeting purposes (like "kill target vampire" or similar). I guess messing up with the targeting system is not trivial ;)
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