Current Known Bugs list
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Re: Current Known Bugs list
by GandoTheBard » 21 Jan 2009, 02:13
Doesn't have it? or doesn't say it on the card description? difference being whether its a bug or errata.Wall of Lava does not have defender.
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Re: Current Known Bugs list
by Rob Cashwalker » 21 Jan 2009, 04:22
Not to derail this into a rules thread or nothing, but the sacrifice for evoke isn't a cost, it's a result of playing the spell portion of the creature. There are a few funky interactions that have been devised when you stack certain effects with evoked creatures. The simplest being a Momentary Blink - when the evoked creature returns, it's not the same instance of the creature that put the evoke ability on the stack. When the evoke ability looks for its host creature, it's not available to be sacrificed.This part I believe is incorrect. You can not respond to a sacrifice because it is a cost. Costs are paid immediately which is faster than instant speed.
Here's how it works:
Play evoke ability from creature eC
Put the ability on the stack
Respond to the ability with Adarkar Valkyrie's ability, targeting eC
AV's ability resolves, creating a replacement effect for when the creature goes to the graveyard that lasts until EOT
eC's ability resolves, resulting in eC being sacrificed
AV's replacement ability triggers, and eC ends up in play.
This may not be how evoke is coded in MTGForge, but more than likely AV should still work.
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Re: Current Known Bugs list
by Rob Cashwalker » 21 Jan 2009, 04:25
Cards.txt says Defender. What it doesn't have is the pump keyword. The picture doesn't say Defender... but that's because the pre-kamigawa rules defined all Wall creatures as having the Defender ability, they just didn't call it "Defender".GandoTheBard wrote:Doesn't have it? or doesn't say it on the card description? difference being whether its a bug or errata.Wall of Lava does not have defender.
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Re: Current Known Bugs list
by GandoTheBard » 21 Jan 2009, 04:31
Ok Rob thanks for the clarification. Now that I think about it a bit more your explanation seems correct. I don't why I assumed it would be a cost...except that usually sacrifice IS a cost ( Fallen Angel for example)
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Re: Current Known Bugs list
by Almost_Clever » 21 Jan 2009, 10:48
The in-game card text does not say defender and the AI attacked with a pumped Wall of Lava.Rob Cashwalker wrote:Cards.txt says Defender. What it doesn't have is the pump keyword. The picture doesn't say Defender... but that's because the pre-kamigawa rules defined all Wall creatures as having the Defender ability, they just didn't call it "Defender".GandoTheBard wrote:Doesn't have it? or doesn't say it on the card description? difference being whether its a bug or errata.Wall of Lava does not have defender.
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Re: Current Known Bugs list
by Almost_Clever » 21 Jan 2009, 11:28
Shield Wall does not work (creatures do not get +0/+2 until end of turn).
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Re: Current Known Bugs list
by Chris H. » 21 Jan 2009, 12:03
I just took a look at the cards.txt file from the recent beta release and this is the section for Wall of Lava:Almost_Clever wrote:The in-game card text does not say defender and the AI attacked with a pumped Wall of Lava.
Wall of Lava
1 R R
Creature Wall
no text
1/3
PTPump R:+1/+1
The Defender keyword is missing. I did a search on "Wall" and the other hits have Defender.
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Re: Current Known Bugs list
by GandoTheBard » 22 Jan 2009, 07:01
-- Angel of Despair removes the permanent instead of just destroying it.
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Re: Current Known Bugs list
by GandoTheBard » 22 Jan 2009, 09:02
-- Mox Diamond discards any card to satisfy the cost. This should not be. Also the cancel button needs to be active for this in order to escape a situation where there is no land (the diamond gets saced on cancel of course.)
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Re: Current Known Bugs list
by GandoTheBard » 22 Jan 2009, 09:18
-- Reya Dawnbringer 's ability works even after Lignify.
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Re: Current Known Bugs list
by jpb » 23 Jan 2009, 00:16
Currently there is no way to disable any of the abilities which happen during the upkeep or draw phase. The only check done is that the card is in play during the upkeep phase.GandoTheBard wrote:-- Reya Dawnbringer 's ability works even after Lignify.
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Re: Current Known Bugs list
by GandoTheBard » 23 Jan 2009, 02:16
Good to know...however that doesn't make this not a bug.jpb wrote:Currently there is no way to disable any of the abilities which happen during the upkeep or draw phase. The only check done is that the card is in play during the upkeep phase.GandoTheBard wrote:-- Reya Dawnbringer 's ability works even after Lignify.

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Re: Current Known Bugs list
by Rob Cashwalker » 23 Jan 2009, 03:55
Lignify shows up in the source only in CardFactory. All it does is reset the P/T, creature type, clears the keyword list and deletes any spell abilities attached to the card. A flip side of this bug, is that since lignify isn't implemented as an enchantment, the abilities will never come back when lignify leaves play... because it never stayed in play.
This would be fixable by changing GameActionUtil a little bit. Relocate the meat of the upkeep or state effect code to a command object defined in CardFactory, which the Card object will need to have an upkeepEffect defined, to which this command will be assigned. Then the remaining GameActionUtil code is just there to do the basics, like check that the card is in play, and then execute the card's upkeepEffect command. Then at a later point it can be modified entirely to just iterate through all cards in play, checking if they have such a command assigned, (!= null) execute it if it does.
Then lignify would be modified to remove the upkeepEffect command, the stateEffect command and/or any number of other commands we want to create... like a combatEffect command - to be executed when it deals combat damage, an atEOT command, or whatever. If we ever hack true phases in v1, this groundwork will be a godsend. Any existing game code has only to check if any card involved has an appropriate action to occur, then call it before moving on. No card-specific code should need to be present outside of CardFactory....
This would be fixable by changing GameActionUtil a little bit. Relocate the meat of the upkeep or state effect code to a command object defined in CardFactory, which the Card object will need to have an upkeepEffect defined, to which this command will be assigned. Then the remaining GameActionUtil code is just there to do the basics, like check that the card is in play, and then execute the card's upkeepEffect command. Then at a later point it can be modified entirely to just iterate through all cards in play, checking if they have such a command assigned, (!= null) execute it if it does.
Then lignify would be modified to remove the upkeepEffect command, the stateEffect command and/or any number of other commands we want to create... like a combatEffect command - to be executed when it deals combat damage, an atEOT command, or whatever. If we ever hack true phases in v1, this groundwork will be a godsend. Any existing game code has only to check if any card involved has an appropriate action to occur, then call it before moving on. No card-specific code should need to be present outside of CardFactory....
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Re: Current Known Bugs list
by jpb » 23 Jan 2009, 07:52
I did not mean to say that this was not a bug. I was meaning to point out that any card which removes an ability which fires during the upkeep phase will have this same bug.
I noticed that a few lands have color and a casting cost listed in the Deck Editor. I think these entries should be fixed in Cards.txt
I noticed that a few lands have color and a casting cost listed in the Deck Editor. I think these entries should be fixed in Cards.txt
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Re: Current Known Bugs list
by Chris H. » 23 Jan 2009, 12:16
I had noticed the same thing. I think that this is the result of trying to give the land in question a color. Being a land, the cost is ignored when the land is put into play.jpb wrote:I noticed that a few lands have color and a casting cost listed in the Deck Editor. I think these entries should be fixed in Cards.txt
Treetop Village has a cost of "G" but it comes into play as a land. Dryad Arbor has no cost "" but it comes into play as a colorless Land - Creature - Forest Dryad.
I had the same problem when I was adding the 3 Kobolds. With a casting cost of 0 Forge considers this a colorless card rather than a red card.
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