[Fixed] Bug Archive
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[bug fixed by Gargaroz] sochron Scepter with Ashcoat Bear
by 0rion79 » 18 Jun 2011, 19:54
Ok, I know that this should not officially happen 
Flash creatures are NOT instant cards, but with Isochron Scepter it is possible to create endless Ashcoat Bear tokens, since for the game it is an instant-creature.
Now, I've seen something weird after latest patch, I've seen that activating Isochron Scepter with that bear only causes the game to exile the top card of my graveyard from the game.
And it still asks me to pay twice for cards' casting cost when I have plenty of mana, as the cloned card were in my hand and I had.
Anyway, except for the casting cost, I know that the Scepter should not work in that way, so I don't even know if this may be considered as a bug. Up to you!!
Flash creatures are NOT instant cards, but with Isochron Scepter it is possible to create endless Ashcoat Bear tokens, since for the game it is an instant-creature.
Now, I've seen something weird after latest patch, I've seen that activating Isochron Scepter with that bear only causes the game to exile the top card of my graveyard from the game.
And it still asks me to pay twice for cards' casting cost when I have plenty of mana, as the cloned card were in my hand and I had.
Anyway, except for the casting cost, I know that the Scepter should not work in that way, so I don't even know if this may be considered as a bug. Up to you!!
Last edited by Aswan jaguar on 24 Jun 2011, 13:42, edited 1 time in total.
Reason: bug fixed
Reason: bug fixed
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Re: Maybe bug: Isochron Scepter with Ashcoat Bear
by Gargaroz » 19 Jun 2011, 00:23
This Bear thing is obviously a bug.
For the other, open the editor and make sure that in Magic.exe the CC[3] field is set to 1, otherwise strange things can happen.
For the other, open the editor and make sure that in Magic.exe the CC[3] field is set to 1, otherwise strange things can happen.
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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
- 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: Maybe bug: Isochron Scepter with Ashcoat Bear
by 0rion79 » 19 Jun 2011, 06:43
Did it, no changes. Before, on Isochron Scepter it was on 0. Anyway, except for the double mana request, it is working fine with true instant cards.
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Re: [confirmed]Tezzeret and others+ Lodestone Golem[renamed]
by Gargaroz » 19 Jun 2011, 12:27
This issue is fixed, but only in part, I'll explain it thru an example :
AI side : an 1/1 creature and Sphere of Resistence.
Your side : a land and in hand a Dismember and a land.
If you don't drop the land, Dismember will highlight, but if you click on it nothing will happen, as you haven't the required colorless mana to play it (2).
I hope this way of thing will not mess the AI, but if I fix also the EVENT_CAN_CAST of the Phyrexian spell, the cards will continuously cycle thru the cards in play in order to find stuff like Sphere of Resistence, causing slowdowns.
So, for now I'll leave things this way.
Finally, for now there's no interaction with Ethersworn Canonist, AVATAR - NEkrataal and AVATAR - Heartwood Storyteller.
AI side : an 1/1 creature and Sphere of Resistence.
Your side : a land and in hand a Dismember and a land.
If you don't drop the land, Dismember will highlight, but if you click on it nothing will happen, as you haven't the required colorless mana to play it (2).
I hope this way of thing will not mess the AI, but if I fix also the EVENT_CAN_CAST of the Phyrexian spell, the cards will continuously cycle thru the cards in play in order to find stuff like Sphere of Resistence, causing slowdowns.
So, for now I'll leave things this way.
Finally, for now there's no interaction with Ethersworn Canonist, AVATAR - NEkrataal and AVATAR - Heartwood Storyteller.
----
- 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
- 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: [confirmed]Illusions of Grandeur
by Gargaroz » 19 Jun 2011, 12:39
Fixed.
----
- 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
- 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: [Confirmed]Plumeveil / Juggernaut
by Gargaroz » 19 Jun 2011, 13:19
Fixed.
----
- 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
- 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: [confirmed]Kitchen Finks is hybrid G/U but should be G/W
by Gargaroz » 19 Jun 2011, 14:18
Fixed.
----
- 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
- 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: [confirmed]First strike to double strike
by Gargaroz » 19 Jun 2011, 14:22
This is probably a Kitchen Finks issue, but I'm not sure.
I'll fix the Finks code.
I'll fix the Finks code.
----
- 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
- 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: [confirmed]Cap Sysay and legendary lands
by Gargaroz » 19 Jun 2011, 15:05
Fixed.
----
- 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
- 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 by Gargaroz]Cap Sysay and legendary lands
by Gargaroz » 19 Jun 2011, 23:48
Fixed the lands. For all the three versions.
----
- 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
- 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: [confirmed] Reaper King Avatar / Chaos Orb Avatar / Vang
by Gargaroz » 20 Jun 2011, 00:45
I found out that the "tutor" part of the avatar messes the hand size, so this is probably the reason for the bug.
I also added a control for avoiding the "tutor illegal cards".
I hope this will fix everything, we'll see when I'll release the next update.
I also added a control for avoiding the "tutor illegal cards".
I hope this will fix everything, we'll see when I'll release the next update.
----
- 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
- 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: [unconfirmed but reported another bug]Magosi, the Waterv
by Gargaroz » 20 Jun 2011, 01:25
Fixed the "exile permament" bug.
I rearranged the code, so probably even the other bug is gone.
I rearranged the code, so probably even the other bug is gone.
----
- 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
- 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 by Gargaroz]Cap Sysay and legendary lands
by 0rion79 » 20 Jun 2011, 06:34
Well, there is another option too.
In fact, fixing all lands (and artifacts and enchantments) will cause them to appear with creatures if you use deck editor filters to browse among legendary creatures only.
This may be both a bad or a good thing upon your point of view. For me, is just more messy but other persons may like it.
Instead, it is possible to code Cap Sysay accordingly to the Magic.EXE, since 0E is the unique attribute for legendary spells. Up to you...
In fact, fixing all lands (and artifacts and enchantments) will cause them to appear with creatures if you use deck editor filters to browse among legendary creatures only.
This may be both a bad or a good thing upon your point of view. For me, is just more messy but other persons may like it.
Instead, it is possible to code Cap Sysay accordingly to the Magic.EXE, since 0E is the unique attribute for legendary spells. Up to you...
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Re: [fixed by Gargaroz]Cap Sysay and legendary lands
by Gargaroz » 20 Jun 2011, 13:28
Are you referring to the Deck Editor did by Jatill or the internal one ?
----
- 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
- 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
- Gargaroz
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