Page 256 of 441

Re: Current Known Bugs list

PostPosted: 27 Dec 2010, 22:35
by DeadSpeak
Regarding the Enlightened Tutor issue...

It's not just that card. Mystical Tutor, Personal Tutor, Sylvan Tutor and Worldly Tutor has the same fault; Forge asks you to select the card you want, twice :o , then places the card on top of your library and then shuffles it :lol:

Edit: Reg. the picking twice: I just realized that the first popup is "looking at your hand" then pick. I had the same confusion with Brainstorm. #-o

Vampiric Tutor doesn't do this and I think it's because of the code.

M.T., E.T. etc. has the, basically, same line of code: (from Enlightened Tutor)

A:SP$ChangeZone | Cost$ W | Origin$ Library | Destination$ Library | LibraryPosition$ 0 | ChangeType$ Artifact,Enchantment | ChangeNum$ 1 | SpellDescription$ Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.

I think it's the highlighted code that's the problem.

But seeing as Vampiric Tutor has no code at all, that I can see, I don't see how to fix it...

- DeadSpeak

Re: Current Known Bugs list

PostPosted: 27 Dec 2010, 22:50
by slapshot5
Vampiric Tutor is custom code, that's why it works. Everything else uses ChangeZone. It moves the cards in place one-by-one, then shuffles.

Here is the code from AbilityFactory_ChangeZone:
Code: Select all
for(int i=0; i < changeNum; i++){
           if(fetchList.size() == 0 || destination == null)
              break;
              
            Object o = AllZone.Display.getChoiceOptional("Select a card", fetchList.toArray());
           
            if(o != null) {
               origZone.remove(o);
               Card c = (Card) o;
               fetchList.remove(c);

                if (destination.equals("Library")){
                   // this needs to be zero indexed. Top = 0, Third = 2
                   int libraryPos = params.containsKey("LibraryPosition") ? Integer.parseInt(params.get("LibraryPosition")) : 0;
                   destZone.add(c, libraryPos);
                }
                else{
                   destZone.add(c);
                   if (destination.equals("Battlefield") && params.containsKey("Tapped"))
                      c.tap();
                }
            }
        }
       
        if (origin.equals("Library"))
           player.shuffle();

Re: Current Known Bugs list

PostPosted: 27 Dec 2010, 23:25
by Chris H.
slapshot5 wrote:Vampiric Tutor is custom code, that's why it works. Everything else uses ChangeZone. It moves the cards in place one-by-one, then shuffles.

Here is the code from AbilityFactory_ChangeZone:
Code: Select all
for(int i=0; i < changeNum; i++){
           if(fetchList.size() == 0 || destination == null)
              break;
              
            Object o = AllZone.Display.getChoiceOptional("Select a card", fetchList.toArray());
           
            if(o != null) {
               origZone.remove(o);
               Card c = (Card) o;
               fetchList.remove(c);

                if (destination.equals("Library")){
                   // this needs to be zero indexed. Top = 0, Third = 2
                   int libraryPos = params.containsKey("LibraryPosition") ? Integer.parseInt(params.get("LibraryPosition")) : 0;
                   destZone.add(c, libraryPos);
                }
                else{
                   destZone.add(c);
                   if (destination.equals("Battlefield") && params.containsKey("Tapped"))
                      c.tap();
                }
            }
        }
       
        if (origin.equals("Library"))
           player.shuffle();
`
I think that I may have figured out how to fix this bug. I will test my idea and if it works then I will merge it into the SVN. Oh, and a thank you to everyone. :D

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 00:30
by Chris H.
Chris H. wrote:I think that I may have figured out how to fix this bug. I will test my idea and if it works then I will merge it into the SVN. Oh, and a thank you to everyone. :D
`
The fix was fairly simple:

Code: Select all
        for(int i=0; i < changeNum; i++){
           if(fetchList.size() == 0 || destination == null)
              break;
              
            Object o = AllZone.Display.getChoiceOptional("Select a card", fetchList.toArray());
           
            if(o != null) {
               origZone.remove(o);
               Card c = (Card) o;
               fetchList.remove(c);

                if (destination.equals("Library")){
                   // this needs to be zero indexed. Top = 0, Third = 2
                   int libraryPos = params.containsKey("LibraryPosition") ? Integer.parseInt(params.get("LibraryPosition")) : 0;
                   if (origin.equals("Library")) {
                      player.shuffle();
                   }
                   destZone.add(c, libraryPos);
                }
                else{
                   destZone.add(c);
                   if (destination.equals("Battlefield") && params.containsKey("Tapped"))
                      c.tap();
                }
            }
        }
       
        if (origin.equals("Library") && !destination.equals("Library"))
           player.shuffle();
8)

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 03:50
by slapshot5
Does that work when ChangeNum > 1?

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 15:51
by Chris H.
slapshot5 wrote:Does that work when ChangeNum > 1?
`
Oops, I did not consider what would happen if ChangeNum > 1. My fix is just a quick bandaid. The code will need some additional modification. :mrgreen:

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 18:38
by indicatie
Chris H. wrote:
indicatie wrote:Compy played Spreading Seas on my Island of Wak-Wak. My Island of Wak-Wak became a regular Island, but Spreading Seas gained IoWW's ability!
`
I looked at the code for Spreading Seas a few moths ago when someone else mentioned this situation. I remember that the code moved the abilities from the target land and these abilities get moved back if Spreading Seas leaves the battlefield.

I remember trying a test deck and the new abilities listed on Spreading Seas would not activate, no free lunch. It is mainly a cosmetic issue. One of the devs may change the code at some point but this may be viewed as low priority.
Spreading Seas.jpg


When you look at the screenshot you can see that compy DOES use the ability at my Vampire Nighthawk. So it's not just cosmetic.

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 19:13
by Chris H.
indicatie wrote:When you look at the screenshot you can see that compy DOES use the ability at my Vampire Nighthawk. So it's not just cosmetic.
`
Yes, I can see via your screenshot that the computer can activate the moved ability.

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 19:33
by Kite
I just returned a bloodghast via a marsh flats in my main phase 1 while my opponent was at 2 life, but can't attack with it during the declare attackers phase.
Is the haste part not implemented?

Cheers
Kite

edit:
Just played another match with the same deck this time I cast a bloodghast while my opponent was at 10 life, no haste. 2 turns later I cast a land returning another bloodghast from my graveyard back to the battlefield(opponent at 7 life) he did have haste. so looks like it's sometimes working sometimes not?

Re: Current Known Bugs list

PostPosted: 28 Dec 2010, 22:14
by slapshot5
Kite wrote:I just returned a bloodghast via a marsh flats in my main phase 1 while my opponent was at 2 life, but can't attack with it during the declare attackers phase.
Is the haste part not implemented?
Kite - Which version are you using?

-slapshot5

Re: Current Known Bugs list

PostPosted: 29 Dec 2010, 00:39
by Zirbert
The deathtouch-like ability of Grotesque Hybrid doesn't work. Creatures with toughness greater than its power survive the combat just fine.

-Zirbert
http://zirbert.blogspot.com

Re: Current Known Bugs list

PostPosted: 29 Dec 2010, 09:12
by Kurai
Image
The AI devotes its entire resources to pumping up my Feral Hydra. Though much appreciated :P It makes for an easy and unsatisfying win.

Re: Current Known Bugs list

PostPosted: 30 Dec 2010, 16:05
by Kite
slapshot5 wrote:Kite - Which version are you using?
The 11/30/2010 version.
Which is the latest version if I'm not mistaken

Re: Current Known Bugs list

PostPosted: 30 Dec 2010, 17:02
by Chris H.
Kite wrote:
slapshot5 wrote:Kite - Which version are you using?
The 11/30/2010 version.
Which is the latest version if I'm not mistaken
`
The 11/30/2010 version on Google is out of date. Rares is not able to update the Google version to the newest version on a regular basis. The most recent version will be found here at the CCGH.

The newest version at this time is Forge 12/22/2010. A link to the arcive can be found at this forum topic:


Re: Current Known Bugs list

PostPosted: 30 Dec 2010, 18:03
by slapshot5
Yeah, what Chris said. I think I fixed/updated Bloodghast after the 11/30/2010 version was released.
-slapshot5