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Current Known Bugs list

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Re: Current Known Bugs list

Postby friarsol » 14 Mar 2011, 20:26

cc-drake wrote:Thanks, good to know. Then it should be asked how to distribute the damage only for these attacking creatures who
- have power > 0 and are blocked by more than 1 creature
- have trample and are blocked by 1 creature with toughness less than their power
- have trample, deathtouch and a power > 1 and are blocked by 1 creature
Hope I'm right with this distinction?
There's not really a distinction with the rules.

If an attacking trampling creature is blocked by one creature, if the creature can assign more damage than would be lethal damage, then the box should pop up. For deathtouch, lethal damage is 1 damage. For non-deathtouch, lethal damage is equal to that creatures toughness.
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Re: Current Known Bugs list

Postby gos » 15 Mar 2011, 13:44

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Re: Current Known Bugs list

Postby Chris H. » 15 Mar 2011, 17:00

gos wrote:Mortivore lacks {B}: Regenerate !
`

This is a tricky problem, not sure if I understand it or not. The Mortivore card file includes an AF_Regenerate ability. CardFactory_Creatures includes the foloowing code block:

Code: Select all
        else if(cardName.equals("Mortivore")) {
            SpellAbility spell = new Spell_Permanent(card) {
                private static final long serialVersionUID = -7118801410173525870L;
               
                @Override
                public boolean canPlayAI() {
                    CardList list = new CardList(
                            AllZone.getZone(Constant.Zone.Graveyard, AllZone.ComputerPlayer).getCards());
                    list.addAll(AllZone.getZone(Constant.Zone.Graveyard, AllZone.HumanPlayer).getCards());
                    list = list.getType("Creature");
                    return super.canPlayAI() && list.size() > 0;
                }
            };
            card.clearSpellAbility();
            card.addSpellAbility(spell);
`
The card.clearSpellAbility() is removing the defalut SpellAbility from this card which treats this card as a permenent rather than as a instant/sorcery. The code above provides a simple "can the AI play" this card effectively type of SpellAbility.

So, I think that the Mortivore regen SpellAbility is being removed by the code above. I guess that these cards in this section should be using this instead?

Code: Select all
card.clearFirstSpellAbility();
`
There are several cards in this section that I suggest we do the same mod to them as well. These cards include (but may not be limited to) are:


There are several more cards in CardFactory_Creatures that may need a similar treatment. Even if they do not have an AF or Keyword SpellAbility that is being removed, it may be a good idea to form a standardized system to use in the future.

Afterall, we all are guilty of excercising copy and paste techneques at some point in time. :wink:
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Re: Current Known Bugs list

Postby Hellfish » 15 Mar 2011, 19:40

Just off the top of my head, can't the vores at least be all script? I'm pretty sure I've seen a stSetPT keyword referenced here and there.
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Re: Current Known Bugs list

Postby Chris H. » 15 Mar 2011, 20:19

Hellfish wrote:Just off the top of my head, can't the vores at least be all script? I'm pretty sure I've seen a stSetPT keyword referenced here and there.
`
The canPlayAI method in the vore's code block is there to make sure that there is enough of the appropriate type of card in the graveyard before the AI summons the vore. Otherwise, the card could go straight to the graveyard as a 0/0 creature.

With even more of those useful SVars :oops: , I guess that we could have one with

Code: Select all
SVar:CanCast:{Valid Type}
:)
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Re: Current Known Bugs list

Postby slapshot5 » 15 Mar 2011, 21:43

Chris H. wrote:
Hellfish wrote:Just off the top of my head, can't the vores at least be all script? I'm pretty sure I've seen a stSetPT keyword referenced here and there.
`
The canPlayAI method in the vore's code block is there to make sure that there is enough of the appropriate type of card in the graveyard before the AI summons the vore. Otherwise, the card could go straight to the graveyard as a 0/0 creature.

With even more of those useful SVars :oops: , I guess that we could have one with

Code: Select all
SVar:CanCast:{Valid Type}
:)
The AF_Regen is getting overwritten because AFs are added first, then we go through CardFactories. I thought about adding AFs after CardFactory, but Sol somewhere told me to use clearFirstSpellAbility() instead.

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Re: Current Known Bugs list

Postby gos » 15 Mar 2011, 21:51

The pegasus tokens that Storm Herd creates lack flying.
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Re: Current Known Bugs list

Postby Chris H. » 15 Mar 2011, 21:55

slapshot5 wrote:The AF_Regen is getting overwritten because AFs are added first, then we go through CardFactories. I thought about adding AFs after CardFactory, but Sol somewhere told me to use clearFirstSpellAbility() instead.
`
Yeah, I saw the same message. Look at my response to gos' bug report that is located several messages before this message. I suggest that I should go in and replace the clearSpellAbility() with clearFirstSpellAbility().

Most if not all of the code in CardFactory could be changed over. We rarely use clearSpellAbility() in a code block for permanents. Only when we have extenuating circumstances.

clearSpellAbility() is primarily used with instants and sorceries. And even here we could use the clearFirstSpellAbility() and get the same effect.
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Re: Current Known Bugs list

Postby slapshot5 » 15 Mar 2011, 21:55

gos wrote:The pegasus tokens that Storm Herd creates lack flying.
Fixed in SVN. Thanks!

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Re: Current Known Bugs list

Postby slappysquirrel » 15 Mar 2011, 23:47

when i play Faerie Conclave and try to attack with it, the first one attacks as normal, but when there are multiples they are stacked like land, and it only allows me to attack with one of them. im sure its probly a bug that is with all lands that turn into creatures
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Re: Current Known Bugs list

Postby slapshot5 » 16 Mar 2011, 01:09

slappysquirrel wrote:when i play Faerie Conclave and try to attack with it, the first one attacks as normal, but when there are multiples they are stacked like land, and it only allows me to attack with one of them. im sure its probly a bug that is with all lands that turn into creatures
Umm, I changed the code in SVN, and now I can declare both as attackers. The stack separates when 1 is animated.

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Re: Current Known Bugs list

Postby slappysquirrel » 17 Mar 2011, 00:13

Jackalope Herd isnt returning to computer's hand, when it casts a spell.
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Re: Current Known Bugs list

Postby Chris H. » 17 Mar 2011, 01:31

slappysquirrel wrote:Jackalope Herd isnt returning to computer's hand, when it casts a spell.
`
I just ran a test deck with Jackalope Herd. It appears to be working correctly with rev 7683. I only performed minimal testing. :)
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Re: Current Known Bugs list

Postby Agetian » 17 Mar 2011, 18:17

Not sure if this is known already, but I noticed that when the AI uses Hyperion Blacksmith to tap/untap an artifact, it lets the player decide whether he wants the artifact tapped or untapped instead of choosing by itself.
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Re: Current Known Bugs list

Postby jeffwadsworth » 18 Mar 2011, 04:50

Agetian wrote:Not sure if this is known already, but I noticed that when the AI uses Hyperion Blacksmith to tap/untap an artifact, it lets the player decide whether he wants the artifact tapped or untapped instead of choosing by itself.
The AI can't use that card.
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