Re: Current Known Bugs list
Huh? I can't reproduce this. Unless there's something funny going on with Fyndhorn Elves, but I could block the AI's Headless Horseman and Skeletal Snake just fine with my Talas Warrior.
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Strange stuff going on here. I also could not reproduce the failure to block, eventhough I now made 2 decks especially for it. (the original "unable to block" moment happened with a standard green elves deck and a blue deck with unblockable creatures.)DennisBergkamp wrote:Huh? I can't reproduce this. Unless there's something funny going on with Fyndhorn Elves, but I could block the AI's Headless Horseman and Skeletal Snake just fine with my Talas Warrior.
I thought that I saw a source file several weeks ago with keywords defined or listed. I seem to remember seeing several pro from color lines of code. It was probably just the beginning of an attempt to add in the required coding at a later date.DennisBergkamp wrote:Oops, yes it should be ability![]()
By the way, I hope this version will be fairly stable with all of its new cards... I'm currently attempting to add "shroud" as a keyword, and I'll probably even try the scary task of "Protection from {color}". It thought this would be very tricky to implement, but it looks like it's quite a bit easier actually (just a lot of work).
)This should be fixed by now (I think I fixed it in the 03/29 version). I have tested this with my two Transluminant double-blocking an attacking Knight of Meadowgrain. One of the Transluminant will die to First Strike damage, then the remaining Transluminant will kill the Knight of Meadowgrain during normal combat damagemtgrares wrote:If you double block a creature with first strike nothing happens. For example if you block a 1/1 creature with first strike by two 1/1s, no damage is assigned and no creature goes to the graveyard.
I know that trample damage wasn't assigned to a player if the creature with trample was double blocked, because it just made the code easier. (And yes I coded trample)
Yes, this is a good point. Currently the colors of a spell are determined by its casting cost.... this is obviously incorrect in a few cases.I thought that I saw a source file several weeks ago with keywords defined or listed. I seem to remember seeing several pro from color lines of code. It was probably just the beginning of an attempt to add in the required coding at a later date.
Once the coders are finished with "Protection from {color}", would it be possible to add on to this by giving us a keyword to assign the color of a card, CardColor:{color} ?
This would complete the Kobolds and the Ghostfire spell. This might also help with any attempt to write code for those cards that require hybrid mana to cast.