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Re: [fixed by Gargaroz]Cap Sysay and legendary lands

Postby 0rion79 » 20 Jun 2011, 13:34

The internal one
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Re: [confirmed] Exalted Angel

Postby Gargaroz » 20 Jun 2011, 13:36

I tried to reproduce this bug now, but it seems fixed when Jatill fixed the other Morph-related issues.
Tried to smash my unmorphed Exalted Angel into an opponent's creature and then morphed another and WoG'ed it. It worked perfectly.
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Re: [fixed by Gargaroz]Cap Sysay and legendary lands

Postby Gargaroz » 20 Jun 2011, 13:38

It's a pity, but the way I adopdted is the correct one and reflect the actual Rules set. So, here's another thing to correct when we can fully edit the EXE.
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Re: [fixed already by Jatill] Exalted Angel

Postby Aswan jaguar » 20 Jun 2011, 21:42

Yes,most probably is fixed now.
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Re: Maybe bug: Isochron Scepter with Ashcoat Bear

Postby Gargaroz » 21 Jun 2011, 00:51

Fixed the "creatures with flash" part.
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Re: Maybe bug: Isochron Scepter with Ashcoat Bear

Postby 0rion79 » 21 Jun 2011, 06:36

You're the best :)

Oh, before I forget: some other weird things.

I've cloned of one Isochron Scepter s with Sculpting Steel and the AI has destroyed it with Allay O_o
I remember that Sculpting Steel had something in common with Copy Artifact since they shared the same code.

Also, I tried to imprint Abeyance but the card almost never turned Yellow, as if I couldn't play the spell. It happened most of the time during opponent's turn or after that I have played a land. If you want, I can include a savegame but it happens each time.
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Re: [fixed by Gargaroz]Cap Sysay and legendary lands

Postby 0rion79 » 21 Jun 2011, 07:00

No doubt! But I think that also the other way would have the same effect. In fact, each legendary permanent has the same subtype "0E" in the EXE too, which is the responsible of legendary behavior for lands, creatures, artifacts and enchantments (as "sacrifice both legendary permanents if there are 2 on battlefield"). So, since it is a constant for legendary permanents, it may be used as well for Cap Sysay's purpose without messing up the original deck editor.
It is a little bit like the original Goblin King that didn't use the CSV but the subtype in Magic.exe
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[fixed by Gargaroz]Energy Field is broken

Postby 0rion79 » 22 Jun 2011, 07:59

Energy Field can't be played from hand but cheats must be used instead.
Damages dealth to own creatures by opponent is reduced to zero, while only the player should be affected.
Last edited by Aswan jaguar on 24 Jun 2011, 13:44, edited 1 time in total.
Reason: bug fixed
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Re: Energy Field is broken

Postby Gargaroz » 22 Jun 2011, 16:17

Fixed.
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[fixed byGargaroz]March of the Machines: broken casting cost

Postby 0rion79 » 22 Jun 2011, 19:50

March of the Machines: can't be played paying mana but only with cheats.
For the rest, works great (very enjoyable to use :))
Last edited by Aswan jaguar on 24 Jun 2011, 13:45, edited 1 time in total.
Reason: bug fixed
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Re: March of the Machines: broken casting cost

Postby Gargaroz » 23 Jun 2011, 00:52

Fixed
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[fixed byGargaroz-seldom misbehavior]Coat of Arms corrupted

Postby 0rion79 » 23 Jun 2011, 09:40

When owned by AI, Coat of Arms has a reverse effect (-2/-2) on opponent's creatures, unles the human player has any creature of the same kind.

EG: in constructed version, I've given 3 Personal Incarnation to AI and 1 Coat of Arm: each creature got -2/-2 indipendently from the number of Avatar creatures on the battlefield, being a 4/4 each (instead than being 6/6 + X-1/X-1, where X was 3 and so being 7/7 each).

Then, I got 1 on my side and each of them was a fine 6/6, then I added a second one on my side and each of them was a 8/8, which is still wrong, because there were 5 on the battlefield so each Avatar should have pow/though equal to 6+5-1=10.
Last edited by Aswan jaguar on 24 Jun 2011, 13:52, edited 1 time in total.
Reason: fixed bug by Gargaroz
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Re: Coat of Arms got corrupted

Postby Gargaroz » 23 Jun 2011, 15:55

Coat of Arms works fine for me.
I guess there should be some problem with you CSV file : check if the two subtypes for Personal Incarnation are setted (it's now an Avatar Incarnation).
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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: Coat of Arms got corrupted

Postby 0rion79 » 23 Jun 2011, 17:38

Gargaroz wrote:Coat of Arms works fine for me.
I guess there should be some problem with you CSV file : check if the two subtypes for Personal Incarnation are setted (it's now an Avatar Incarnation).
Absolutely not. I'm sending you a save game from Constructed so you can tell by yourself. Personal Incarnation should be 4/4 and Rock a 2/2. If this doesn't happen, then I have obsolete files. Anyway, I repeat that the bug happens only if the AI owns Coat of Arms: if the human player owns it, it works fine.
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Re: Coat of Arms got corrupted

Postby Gargaroz » 24 Jun 2011, 12:36

Now I see the bug, but it seems a very sneaky one, as it happens quite randomly. I'll check the code.
Edit : Fixed, but there are still some strange events when Coat of Arms is owned by AI. Sometimes AI plays a permanent / creature and all his creatures loses their poweup for a second, and then they've it back. I suspect some hardcoded stuff is going on, but it happens few times and quite randomly, so it's not a big deal.
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