Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Agetian » 25 Nov 2012, 14:40
Metalcraft is broken in the latest (r18391) build - the Metalcraft abilities are in effect regardless of whether there are three artifacts in play on the controller's side or not.
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Re: Bug Reports (snapshot builds)
by Hellfish » 25 Nov 2012, 14:53
Re:block sound event outside combat.
You could just have the method that posts the event check if the game is not in the combat and throw an exception if so. That way you'll get a call stack once it does happen, at least.
You could just have the method that posts the event check if the game is not in the combat and throw an exception if so. That way you'll get a call stack once it does happen, at least.
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: Bug Reports (snapshot builds)
by Sloth » 25 Nov 2012, 15:07
Which card did you test? Ardent Recruit works fine.Agetian wrote:Metalcraft is broken in the latest (r18391) build - the Metalcraft abilities are in effect regardless of whether there are three artifacts in play on the controller's side or not.
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Re: Bug Reports (snapshot builds)
by Agetian » 25 Nov 2012, 15:13
Here's a test file for e.g. Snapsail Glider which is always Flying no matter the artifacts:
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- Code: Select all
ActivePlayer=AI
ActivePhase=Main1
AICardsInPlay=Snapsail Glider
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Re: Bug Reports (snapshot builds)
by Sloth » 25 Nov 2012, 15:19
They all work correct for me. Did you refresh? Can someone else test them?Agetian wrote:Here's a test file for e.g. Snapsail Glider which is always Flying no matter the artifacts:The same goes for e.g. Spire Serpent - always +2/+2.
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ActivePlayer=AI
ActivePhase=Main1
AICardsInPlay=Snapsail Glider
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Re: Bug Reports (snapshot builds)
by Agetian » 25 Nov 2012, 15:20
Umm I'm using the latest codebase... let me just make sure by reverting all possible local changes if any, updating again to the latest head revision, cleaning the project and recompiling. I'll get back to you by editing this post.
EDIT: Yep, full recompilation and resource refresh helped, seems like at least something somewhere was out of sync in my main game folder. Sorry for the false positive.
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EDIT: Yep, full recompilation and resource refresh helped, seems like at least something somewhere was out of sync in my main game folder. Sorry for the false positive.
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Re: Bug Reports (snapshot builds)
by jeffwadsworth » 25 Nov 2012, 15:59
This happened to me all the time. I adapted a full refresh every week approach because of it.Agetian wrote:Umm I'm using the latest codebase... let me just make sure by reverting all possible local changes if any, updating again to the latest head revision, cleaning the project and recompiling. I'll get back to you by editing this post.
EDIT: Yep, full recompilation and resource refresh helped, seems like at least something somewhere was out of sync in my main game folder. Sorry for the false positive.
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Re: Bug Reports (snapshot builds)
by Corwin72 » 27 Nov 2012, 03:26
forge-1.3.2-20121126.131929-10
New quest.
Developer mode off.
at the end of every turn the game sends the land that I or the AI play to the library.
New quest.
Developer mode off.
at the end of every turn the game sends the land that I or the AI play to the library.
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Re: Bug Reports (snapshot builds)
by swordshine » 27 Nov 2012, 05:29
In the script of Ashen Ghoul , "PlayerTurn$ True" is not replaced with "Condition$ PlayerTurn"
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Re: Bug Reports (snapshot builds)
by Agetian » 27 Nov 2012, 05:41
Erg Raiders script does not fire correctly (it doesn't deal 2 damage to me even if it's not the turn it came into play if I haven't attacked with it) - tried it with a full clean rebuild and resource refresh, still won't fire for me. 
Erg Raiders picture does not show correctly for Arabian Nights (ARN) set, most likely because the "Erg Raiders1.full.jpg" / "Erg Raiders2.full.jpg" form is not recognized or something (true for at least many other cards from ARN, ALL, and FEM, possibly among others).
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Erg Raiders picture does not show correctly for Arabian Nights (ARN) set, most likely because the "Erg Raiders1.full.jpg" / "Erg Raiders2.full.jpg" form is not recognized or something (true for at least many other cards from ARN, ALL, and FEM, possibly among others).
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Last edited by Chris H. on 27 Nov 2012, 12:10, edited 1 time in total.
Reason:
Reason:
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Re: Bug Reports (snapshot builds)
by moomarc » 27 Nov 2012, 06:05
The EOT trigger is now fixed (was just missing the actual 'Count$' part of the count method).Agetian wrote:Erg Raiders script does not fire correctly (it doesn't deal 2 damage to me even if it's not the turn it came into play if I haven't attacked with it) - tried it with a full clean rebuild and resource refresh, still won't fire for me.
Erg Raiders picture does not show correctly for Arabian Nights (ARN) set, most likely because the "Erg Raiders1.full.jpg" / "Erg Raiders2.full.jpg" form is not recognized or something (true for at least many other cards from ARN, ALL, and FEM, possibly among others).
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My images are also working fine, regardless of whether I rename them "Erg Raiders1.full.jpg" or the clean name version "erg_raiders1.jpg". Are you using the version downloaded through Forge, or did you just use the HQ pics?
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Re: Bug Reports (snapshot builds)
by Sloth » 27 Nov 2012, 08:24
The change to "Condition$ PlayerTurn" was only made for static abilities. Activated abilities have restrictions and conditions which are handled differently.swordshine wrote:In the script of Ashen Ghoul , "PlayerTurn$ True" is not replaced with "Condition$ PlayerTurn"
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Re: Bug Reports (snapshot builds)
by Agetian » 27 Nov 2012, 10:23
I'm using the CCGHQ high quality pics, the files are called Erg Raiders1.full.jpg and Erg Raiders2.full.jpg - for whatever reason, they're not working in Forge (the only way I can make them work is by renaming one of the files just Erg Raiders.full.jpg, in which case it works fine).moomarc wrote:My images are also working fine, regardless of whether I rename them "Erg Raiders1.full.jpg" or the clean name version "erg_raiders1.jpg". Are you using the version downloaded through Forge, or did you just use the HQ pics?
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Re: Bug Reports (snapshot builds)
by moomarc » 27 Nov 2012, 11:26
That's kinda strange because I'm also using the hq pics with the same names. Check the script for Erg Raiders on your build. You should only get the situation you're describing if the setinfo for ARN doesn't end with |2 which says how many variations there are within the set. I had that issue when I first scripted Nafs Asp because the SetInfo script doesn't pick up extra variations automatically (although I think it once did in earlier versions of Ark's mtgdata file) so it had a blank image because it didn't know to check the extra numbers.Agetian wrote:I'm using the CCGHQ high quality pics, the files are called Erg Raiders1.full.jpg and Erg Raiders2.full.jpg - for whatever reason, they're not working in Forge (the only way I can make them work is by renaming one of the files just Erg Raiders.full.jpg, in which case it works fine).
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Re: Bug Reports (snapshot builds)
by friarsol » 27 Nov 2012, 12:43
This was never the case, since the SetInfo script grabs from magiccards.info not mtgdata.moomarc wrote:I had that issue when I first scripted Nafs Asp because the SetInfo script doesn't pick up extra variations automatically (although I think it once did in earlier versions of Ark's mtgdata file) so it had a blank image because it didn't know to check the extra numbers.
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