Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Current Known Bugs list
by Sloth » 06 Feb 2011, 12:33
It's working for me. Seems to be fixed.Obiershee wrote:On another note myr galvanizer doesn't untap the palladium myr when you use the galvanizer's ability.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Current Known Bugs list
by Zirbert » 06 Feb 2011, 22:27
1-28 Beta -
The ETB ability of Treva's Ruins isn't working. The other 4 Lairs all work fine. I suspect there's a typo in hardcoding of the Lair ETB ability.
It may already be fixed; I notice that the latest version of Treva's Ruins, as of r6166, has been modifed so that the spacing matches that in the other Lair card texts, so maybe whoever did that fixed the problem as well.
The ETB ability of Treva's Ruins isn't working. The other 4 Lairs all work fine. I suspect there's a typo in hardcoding of the Lair ETB ability.
It may already be fixed; I notice that the latest version of Treva's Ruins, as of r6166, has been modifed so that the spacing matches that in the other Lair card texts, so maybe whoever did that fixed the problem as well.
Re: Current Known Bugs list
by Zirbert » 06 Feb 2011, 23:03
1-28 Beta, not fixed as of r6166 - Vengeful Dead has no description on the stack when another zombie dies. It's missing a TriggerDescription$ at the end of the second T:Mode$ line, like so:
- Code: Select all
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Zombie.Other | TriggerZones$ Battlefield | Execute$ TrigLoseLife | TriggerDescription$ Whenever CARDNAME or another Zombie is put into a graveyard from the battlefield, each opponent loses 1 life.
Re: Current Known Bugs list
by Zirbert » 07 Feb 2011, 01:56
1-28 Beta -
Soldevi Adnate has no usable ability. Clicking on it doesn't do anything. The card's script hasn't been changed as of r6170 except for the P/T being fixed, although maybe (hopefully?) the underlying code for Sacrificed$CardManaCost has been. Sacrifice doesn't work either. It adds 0 mana to your pool, regardless of the CMC of the sacrificed creature.
I discovered both of these while trying to code Homarid Spawning Bed - when I couldn't get it to work, I realized maybe I should try testing these cards, because I was using them as a template for basing X on a sacrificed creature's CMC. If Sacrificed$CardManaCost is the problem, and gets fixed, then I have HSB ready to go....
-Zirbert
Soldevi Adnate has no usable ability. Clicking on it doesn't do anything. The card's script hasn't been changed as of r6170 except for the P/T being fixed, although maybe (hopefully?) the underlying code for Sacrificed$CardManaCost has been. Sacrifice doesn't work either. It adds 0 mana to your pool, regardless of the CMC of the sacrificed creature.
I discovered both of these while trying to code Homarid Spawning Bed - when I couldn't get it to work, I realized maybe I should try testing these cards, because I was using them as a template for basing X on a sacrificed creature's CMC. If Sacrificed$CardManaCost is the problem, and gets fixed, then I have HSB ready to go....
-Zirbert
Re: Current Known Bugs list
by friarsol » 07 Feb 2011, 03:47
Well it looks like Adnate is incorrect, Cost uses semicolons between types now due to an issue with Names with commas being improperly parsed. But once I fixed that it worked for me. I can look into Sacrifice and Spawning Bed at some point, but I'm not sure why it wouldn't work exactly the same.Zirbert wrote:1-28 Beta -
Soldevi Adnate has no usable ability. Clicking on it doesn't do anything. The card's script hasn't been changed as of r6170 except for the P/T being fixed, although maybe (hopefully?) the underlying code for Sacrificed$CardManaCost has been. Sacrifice doesn't work either. It adds 0 mana to your pool, regardless of the CMC of the sacrificed creature.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Current Known Bugs list
by Sloth » 07 Feb 2011, 07:16
Fixed. Thanks Zirbert. I've also added "Secondary$ True", so it won't be displayed outside the stack.Zirbert wrote:1-28 Beta, not fixed as of r6166 - Vengeful Dead has no description on the stack when another zombie dies. It's missing a TriggerDescription$ at the end of the second T:Mode$ line, like so:As an aside, for those who commit fixes - which would you prefer: if I just post a fixed version of the line, which would need to be pasted in over the previous version of the card's script (like this one), or if I post a copy of the full fixed card text, which could just be put into the svn overwriting the previous version? I've got a few more bug fixes that I'll be posting as I get to test them each, and I'll happily post them in whatever way's easiest for you.
- Code: Select all
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Zombie.Other | TriggerZones$ Battlefield | Execute$ TrigLoseLife | TriggerDescription$ Whenever CARDNAME or another Zombie is put into a graveyard from the battlefield, each opponent loses 1 life.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: Current Known Bugs list
by cc-drake » 07 Feb 2011, 11:46
An Angel of Despair token brought into play by Kiki-Jiki, Mirror Breaker doesn't destroy a permanent.
Re: Current Known Bugs list
by Hellfish » 07 Feb 2011, 12:43
Fixed. Thanks!cc-drake wrote:An Angel of Despair token brought into play by Kiki-Jiki, Mirror Breaker doesn't destroy a permanent.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
-
Hellfish - Programmer
- Posts: 1297
- Joined: 07 Jun 2009, 10:41
- Location: South of the Pumphouse
- Has thanked: 110 times
- Been thanked: 169 times
Re: Current Known Bugs list
by Zirbert » 08 Feb 2011, 01:02
Weirder and weirder - after I update the wording of Soldevi Adnate, it works just fine, adding the correct amount of mana when I sac a creature. However, Sacrifice still doesn't add any mana to my pool. The stack writeup even says, "Add 0 to your mana pool." The card scripts look the main ability should be functionally identical:friarsol wrote:Well it looks like Adnate is incorrect, Cost uses semicolons between types now due to an issue with Names with commas being improperly parsed. But once I fixed that it worked for me. I can look into Sacrifice and Spawning Bed at some point, but I'm not sure why it wouldn't work exactly the same.Zirbert wrote:1-28 Beta -
Soldevi Adnate has no usable ability. Clicking on it doesn't do anything. The card's script hasn't been changed as of r6170 except for the P/T being fixed, although maybe (hopefully?) the underlying code for Sacrificed$CardManaCost has been. Sacrifice doesn't work either. It adds 0 mana to your pool, regardless of the CMC of the sacrificed creature.
Soldevi Adnate:
- Code: Select all
A:AB$ Mana | Cost$ T Sac<1/Creature.Black;Creature.Artifact> | Produced$ B | Amount$ X | SpellDescription$ Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost. | CostDesc$ Sacrifice a black or artifact creature:
SVar:X:Sacrificed$CardManaCost
- Code: Select all
A:SP$ Mana | Cost$ B Sac<1/Creature> | Produced$ B | Amount$ X | SpellDescription$ Add to your mana pool an amount of black mana equal to the sacrificed creature's converted mana cost.
SVar:X:Sacrificed$CardManaCost
Re: Current Known Bugs list
by Biribau » 08 Feb 2011, 17:24
I'd like to point out an error (i don't know if here it's the right place).
WOODED BASTION card has the ability "GW, tap: add W W, W G or G G to your mana pool".
In the game it's translated in "G W, tap: add W W, W G or G G to your mana pool"
I explain the difference: instead of tapping a green OR a white land, you have to tap both of them. This makes the card pointless.
Please let me know if my observation is useful.
WOODED BASTION card has the ability "GW, tap: add W W, W G or G G to your mana pool".
In the game it's translated in "G W, tap: add W W, W G or G G to your mana pool"
I explain the difference: instead of tapping a green OR a white land, you have to tap both of them. This makes the card pointless.
Please let me know if my observation is useful.
- Biribau
- Posts: 2
- Joined: 08 Feb 2011, 17:04
- Has thanked: 0 time
- Been thanked: 0 time
Re: Current Known Bugs list
by Zirbert » 09 Feb 2011, 02:39
1-28 beta, not fixed as of r6245 -
Harpoon Sniper shoots itself in the head. Sure, it's funny, but not very productive. There's a typo in the ability line - it reads "ValidTtgs$ Creature.attacking,Creature.blocking" instead of "ValidTgts$ Creature.attacking,Creature.blocking".
-Zirbert
Harpoon Sniper shoots itself in the head. Sure, it's funny, but not very productive. There's a typo in the ability line - it reads "ValidTtgs$ Creature.attacking,Creature.blocking" instead of "ValidTgts$ Creature.attacking,Creature.blocking".
-Zirbert
Re: Current Known Bugs list
by Zirbert » 09 Feb 2011, 02:45
1-28 Beta, not fixed as of r6245 -
Faerie Harbinger grabs Merfolk, not Faeries. Undoubtedly a copy-and-paste from Merrow Harbinger, and the creature type got overlooked:
Faerie Harbinger grabs Merfolk, not Faeries. Undoubtedly a copy-and-paste from Merrow Harbinger, and the creature type got overlooked:
- Code: Select all
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | TriggerZones$ Battlefield | Execute$ TrigChange | TriggerDescription$ When CARDNAME enters the battlefield, you may search your library for a Merfolk card, reveal it, then shuffle your library and put that card on top of it.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Library | LibraryPosition$ 0 | ChangeType$ Card.Merfolk | ChangeNum$ 1
- Code: Select all
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | TriggerZones$ Battlefield | Execute$ TrigChange | TriggerDescription$ When CARDNAME enters the battlefield, you may search your library for a Faerie card, reveal it, then shuffle your library and put that card on top of it.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Library | LibraryPosition$ 0 | ChangeType$ Card.Faerie | ChangeNum$ 1
Last edited by Zirbert on 09 Feb 2011, 03:03, edited 1 time in total.
Re: Current Known Bugs list
by Zirbert » 09 Feb 2011, 03:00
Hi, Biribau,Biribau wrote:I'd like to point out an error (i don't know if here it's the right place).
WOODED BASTION card has the ability "GW, tap: add W W, W G or G G to your mana pool".
In the game it's translated in "G W, tap: add W W, W G or G G to your mana pool"
I explain the difference: instead of tapping a green OR a white land, you have to tap both of them. This makes the card pointless.
Please let me know if my observation is useful.
I'm new around here myself; hopefully nobody minds if I presumptuously answer this one. I'm going to assume you're new to Forge, based solely and quite possibly unfairly on your post count, and give you more info that you may have wanted. This is also for the benefit of anybody else who's new in town.

You're in the right place for bug reports, unless you're using the latest build (SVN); there's a separate thread for those bugs. Chances are you're playing the last Beta, though (1-28 at this writing), so this thread is fine.
The error you've described was caused by an error in the card script file, wooded_bastion.txt. Forge sees "GW" as green/white hybrid mana, but "G W" as 1 green and 1 white. A space was accidentally included in the activation cost.
The good news is that one of the developers with "commit" capability (the ability to actually make changes to release versions - I'm not one of them, for all kinds of good reasons) apparently already fixed that bug. The card looks like it'll work fine in the next Beta release.
Forge cards are (usually) scripted in plain text, so you can often fix problems just by editing that text. So if you want to fix your copy now, it's easy. Open the file Forge/res/cardfolders/wooded_bastion.txt, and paste the current card text over whatever's already there. The latest versions of all the cards can be seen at http://cardforge.googlecode.com/svn/src ... rdsfolder/ - if you find any cards that don't work, it's worth looking there to see if they've already been fixed.
Here's the latest version of Wooded Bastion:
- Code: Select all
Name:Wooded Bastion
ManaCost:no cost
Types:Land
Text:no text
A:AB$ Mana | Cost$ T | Produced$ 1 | SpellDescription$ Add 1 to your mana pool.
A:AB$ Mana | Cost$ GW T | Produced$ W | Amount$ 2 | SpellDescription$ Add W W to your mana pool.
A:AB$ Mana | Cost$ GW T | Produced$ W G | SpellDescription$ Add W G to your mana pool.
A:AB$ Mana | Cost$ GW T | Produced$ G | Amount$ 2 | SpellDescription$ Add G G to your mana pool.
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/wooded_bastion.jpg
SetInfo:SHM|Rare|http://magiccards.info/scans/en/shm/281.jpg
End
Hope this helps!
(Edited repeatedly, as always, for typos)
Re: Current Known Bugs list
by MatteoT » 09 Feb 2011, 17:25
Hi!
I'm new, I don't know if this was already said (I searched and didn't find anything), but Wild Growth currently doesn't work on my pc (I'm using 1-14). It's there on the land, but it simply doesn't produce mana.
Hm, I think I just found out that I have to press on the Mana Pool card to use it. Sorry!
I'm new, I don't know if this was already said (I searched and didn't find anything), but Wild Growth currently doesn't work on my pc (I'm using 1-14). It's there on the land, but it simply doesn't produce mana.
Hm, I think I just found out that I have to press on the Mana Pool card to use it. Sorry!
- MatteoT
- Posts: 4
- Joined: 09 Feb 2011, 17:17
- Has thanked: 0 time
- Been thanked: 0 time
Re: Current Known Bugs list
by Zirbert » 10 Feb 2011, 01:27
1-28 beta -
Skull of Orm shows the card art for Argivian Archaeologist, both in the deck editor and in a game. However, the script for Skull of Orm looks fine, and the URLs in SVar:Picture and both SetInfo lines all point to images of the correct card. Is this true for anyone else? I hope so - I'd hate to think I'm hallucinating the art for Argivian Archaeologist in strange places again.
Skull of Orm shows the card art for Argivian Archaeologist, both in the deck editor and in a game. However, the script for Skull of Orm looks fine, and the URLs in SVar:Picture and both SetInfo lines all point to images of the correct card. Is this true for anyone else? I hope so - I'd hate to think I'm hallucinating the art for Argivian Archaeologist in strange places again.
Who is online
Users browsing this forum: Google [Bot] and 41 guests