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Re: Current Known Bugs list

PostPosted: 24 Mar 2009, 17:19
by DennisBergkamp
RE the creatures searching their owners library. The fix here isn't simple in execution perhaps but in concept it should be as follows:

Each player is both a controller and an owner. Owners have graveyards, hands, decks, removed piles, and play areas. Controllers have permanents and spells. whenever a permanent controlled by a player has an ability that is triggered and or put on the stack that permanent needs to know its own controller and its own owner. If control of that permanent changes the permanent should know its new controller and its owner.
I've fixed this now for a bunch of cards (all of the rebels/mercenaries, Counterbalance, Rootwater Thief, ..., there's probably a bunch more though).
The main reason this bug currently occurs, is with cards that have their abilities defined like this:

Code: Select all
if cardName.equals("blah blah")
{
    final String player = card.getController();
    final SpellAbility ability = new Ability_Tap(card, cost)
     {
         public void resolve()
              {
                    //....
              }
          }
     };
}
instead of :


Code: Select all
if cardName.equals("blah blah")
{
    final SpellAbility ability = new Ability_Tap(card, cost)
     {
         public void resolve()
              {
                     String player = card.getController();
                    //....
              }
          }
     };
}
Oh, and I've added in some code that checks whether a single AI creature should attack if there's a bunch of exalted creatures in play. It's still pretty dumb probably, but after a few tests, at least the AI only attacked with Rafiq of the Many when it had two Boros Swiftblade in play, and on a separate occasion it attacked with only a Battlegrace Angel when it also had a few white weenies in play.

Re: Current Known Bugs list

PostPosted: 24 Mar 2009, 17:35
by Rob Cashwalker
Huggybaby wrote:
Rob Cashwalker wrote:My better solution is to use some other source...
Have you looked at
http://www.ccgtradepost.com/
http://magiccards.info/
http://www.magiclibrarities.net/
?
Well, I'd recommend magiccards.info, personally. But apparently there's some issue with the sizing of the source images, that's stuck at 200x285 for the hover-over picture....

The thing is, I don't think we should leech the images from any third party.... either we leech the correct images from the correct URL at WOTC, or we do our own image hosting. Maybe GoblinKing would let us use this server, since it's outside of US regulation and already hosts the high-res images?

Re: Current Known Bugs list

PostPosted: 24 Mar 2009, 18:08
by Huggybaby
It's Goblin Hero...
He's working on his doctoral thesis right now so he's preoccupied.

Rather than autoloading you could have the user direct download from somewhere. It's not as cool, but it's faster and more reliable.

Re: Current Known Bugs list

PostPosted: 24 Mar 2009, 18:34
by Rob Cashwalker
Huggybaby wrote:Rather than autoloading you could have the user direct download from somewhere. It's not as cool, but it's faster and more reliable.
Well, rares has the card image zip linked in his helper files post, I have a package of all the generic pics linked in there too. Luckilly, if you copy the pics folder from one version to the next, or overwrite the previous version's folder, then only the new pics get downloaded... somehow MTGForge is smart enough to realize that. It's the initial download for a new user that we need to worry about.

It's the "somewhere" part that we're worried about. Not knowing precisely where we stand legally as it is for the game itself, hosting the card pictures could put it over the line.... That's why I would recommend using a PHP script to pull the images from a database instead of directly exposing each image.

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 10:49
by Mr.Chaos
Knight of Meadowgrain attacks me, I block with 2 wolf tokens (2/2 each)
First strike damage resolves, none of the wolves die. (compy gets 2 lives for the lifelink part so at least something works right)
Normal combat damage resolves and aall 3 creatures remain in play. :shock: :shock: :shock:
Uuuummmm...WRONG! [-X

Common sense says that in the above situation, 1 wolf and the knight should have died.
Fix please.

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 16:23
by DennisBergkamp
:shock:

That's not good.... I've been messing around with the combat code in the last few days, mostly planeswalker related stuff though (I think I fixed a whole bunch of issues with it already :) ). In this case, the computer might have been stupid and just assigned 1 damage to both creatures. This still wouldn't explain though why the Knight of Meadowgrain wouldn't have died during normal combat damage #-o

Anyway, I'll look into this specific case some more.

I have another rules question:

Say, I have a Rafiq of the Many and a Battlegrace Angel in play. Opponent has an Ajani Goldmane with 4 loyalty counters on it. I attack Ajani with my unblocked Rafiq of the Many (which is now a 5/5 double striker with lifelink). Ajani would die during first strike damage (and I would gain 5 life, correct?). Now what happens during normal combat damage? Will Rafiq of the Many deal its 5 damage to the opponent now and I would gain 5 life from lifelink? Or will nothing happen during normal combat damage?

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 18:20
by indicatie
DennisBergkamp wrote:I have another rules question:

Say, I have a Rafiq of the Many and a Battlegrace Angel in play. Opponent has an Ajani Goldmane with 4 loyalty counters on it. I attack Ajani with my unblocked Rafiq of the Many (which is now a 5/5 double striker with lifelink). Ajani would die during first strike damage (and I would gain 5 life, correct?). Now what happens during normal combat damage? Will Rafiq of the Many deal its 5 damage to the opponent now and I would gain 5 life from lifelink? Or will nothing happen during normal combat damage?
Rafiq of the many will indeed kill Ajani Goldmane during first strike damage (and you will gain 5 life), but since you either have to choose to attack the player or the planeswalker, nothing will happen during normal combat damage. But hey, isn't killing Ajani a big enough reward on it's own? :mrgreen:

Just to clarify this:

310.2b An unblocked attacking creature that’s attacking a player will assign all its combat damage
to the defending player. An unblocked attacking creature that’s attacking a planeswalker will
assign all its combat damage to the planeswalker it’s attacking. If the creature isn’t currently
attacking anything (if, for example, it was attacking a planeswalker that has left play), it will
assign no combat damage.

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 18:47
by DennisBergkamp
Awesome, thanks :)

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 21:37
by GandoTheBard
Apparently planeswalkers recieve no damage from unblocked first strikers. Ill post more evidence when I get it. Yep they take no damage from first strikers. At all. period. Nada. not even a little bit.
Before damage is assigned for First strikers:
beforeassigned.jpg

Notice that the loyalty counters are at 6 (#1), and it is First Strike instants and abilities step. (#2)

After damage is assigned for First strikers:
afterassigned.jpg

Note that the loyalty counters are still at 6 (#1) and it is combat instants and abilities step (#2)...the planeswalker should have 2 counters left and I should have gained 4 from life link. neither happened. Just to be clear the nonfirst strikers were sufficient to kill it with normal damage.

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 21:42
by GandoTheBard
Apparently the legendary status of Flagstones of Trokair doesn't count if they are each controlled by a different player. Wait no...its just that the sac doesn't happen immediately but only when something else is put on the stack. :/

Re: Current Known Bugs list

PostPosted: 25 Mar 2009, 22:41
by GandoTheBard
So I was busy working on a new rarities selection and I noticed a number of pictures were not showing up in Rare's seteditor...so I opened MTGForge and selected the download picture option to see if Id missed some files. It does its downloading cards thing...ends...I do it again because no message came up...I get the cards are all downloaded message and check the setEditor again and see none of the new pics there. I look in my PICs folder and they are there but they aren't (of course) in the main folder for the 3-20 version. Duh...well why not? Because the downloader in MTG Forge points to one folder (pics) and the Seteditor looks at another (main) so what I am reporting is a conflict that could be resolved quite easily with a little file IO routine that looks for the pictures in a USER SPECIFIED location. Please do this so that we dont end up with 13647654727x images on our hardrives that are redundant. Thanks. Please do it for BOTH applications. Again Thanks in advance.

Re: Current Known Bugs list

PostPosted: 26 Mar 2009, 00:16
by DennisBergkamp
GandoTheBard wrote:Apparently planeswalkers recieve no damage from unblocked first strikers. Ill post more evidence when I get it. Yep they take no damage from first strikers. At all. period. Nada. not even a little bit.
Before damage is assigned for First strikers:
beforeassigned.jpg

Notice that the loyalty counters are at 6 (#1), and it is First Strike instants and abilities step. (#2)

After damage is assigned for First strikers:
afterassigned.jpg

Note that the loyalty counters are still at 6 (#1) and it is combat instants and abilities step (#2)...the planeswalker should have 2 counters left and I should have gained 4 from life link. neither happened. Just to be clear the nonfirst strikers were sufficient to kill it with normal damage.
Nice pics :)
I actually think I've fixed this for the next version. Double Strike and First Strike should damage planeswalkers now (i.e. whenever I release the new build). Another thing I've noticed is that lifelink, exalted and the "on attack triggers" (Zur the Enchanter, ...) do not trigger during planeswalker combat, this should be fixed also.
The thing that worries me is these fixes/hacks introducing new bugs, but let's hope not [-o<

Re: Current Known Bugs list

PostPosted: 26 Mar 2009, 03:02
by GandoTheBard
Being that the last post here used up my attachments quota I have a link to the screenie posted on my site instead for this next bug:

http://outofthebrokensky.com/mtgforge/vinetrellisflies.jpg

Notice how the nonflying wall blocks the flying creature. :/ (first game of extremely hard quest mode btw.) gotta love how the game decides to cheat to make it harder lol.

==edit== a few turns later the same creature with "flying" gets blocked by a Nessian Courser....buggy much?

Re: Current Known Bugs list

PostPosted: 26 Mar 2009, 03:19
by GandoTheBard
Mycoloth animated by enemy devours my creatures...this seems wrong some how.

Re: Current Known Bugs list

PostPosted: 26 Mar 2009, 04:13
by GandoTheBard
Is the reward for Very Hard quest mode supposed to be every 4 matches or every 5? I got mine on the 5th match. Also did not get the random rare Dennis talked about. Wondering whether there was some behind the scenes tinkering and if so what it was.