Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Agetian » 27 Nov 2012, 15:27
Oh, I think I figured it out... I mostly added cards like that to my hand via the developer mode "Add a card to hand" option, in which case, for whatever reason, it won't show in the game... however, if I just play a normal game with cards from that set, it works out fine. Sorry again, I guess I'm just not quite used to all of the unusual behavior of the game that may be associated only with the dev mode (which I'm constantly abusing, of course, due to the fact that I'm developing the game
) - I guess there's no issue with it then, not seeing the picture when adding a card via dev mode is a very minor thing I wouldn't even worry about.
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Re: Bug Reports (snapshot builds)
by moomarc » 27 Nov 2012, 15:41
Still wierd. I added the card directly to the battlefield and it worked fine.Agetian wrote:Oh, I think I figured it out... I mostly added cards like that to my hand via the developer mode "Add a card to hand" option, in which case, for whatever reason, it won't show in the game... however, if I just play a normal game with cards from that set, it works out fine. Sorry again, I guess I'm just not quite used to all of the unusual behavior of the game that may be associated only with the dev mode (which I'm constantly abusing, of course, due to the fact that I'm developing the game) - I guess there's no issue with it then, not seeing the picture when adding a card via dev mode is a very minor thing I wouldn't even worry about.
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Re: Bug Reports (snapshot builds)
by Agetian » 27 Nov 2012, 16:20
Yeah, not sure what's up... I'll keep monitoring it, if I catch some weird behavior again I'll let you know (currently it won't show up correctly when added directly to hand, e.g. via a test case file, but will show up correctly when obtained normally in the game process).
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Re: Bug Reports (snapshot builds)
by Agetian » 28 Nov 2012, 04:08
Umm I know I'm probably known for the weirdest bugs possible by now, but... as of r18432, I can't get the game to properly create a lasting effect, such as for the Circles of Protection, for instance. It used to work fine, I think even yesterday, and now it doesn't. I first noticed it when I tried to update the Nafs Asp implementation to work with the AI (I noticed the effect was no longer created). At first I thought it could have been something I've done on my own, but I reverted all the changes (and I don't think there were any significant ones in that area in the first place), updated to HEAD again, cleaned and rebuilt everything from source, and updated all the resources, and it's still no go. It seems to affect all the cards that create effects, such as, for example, the Circles of Protection. The weirdest thing about it is that I remember it working properly yesterday evening, yet I don't see any significant changes in the repository that could have affected it since then... :\ Of course, who knows, I'm probably just missing something.
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Re: Bug Reports (snapshot builds)
by friarsol » 28 Nov 2012, 04:23
I think Effects were moved to the Command Zone. If you don't have that, you need to delete your match_preferred.xml I just cast Angel's Grace and it showed up just fine in the command zone.Agetian wrote:Umm I know I'm probably known for the weirdest bugs possible by now, but... as of r18432, I can't get the game to properly create a lasting effect, such as for the Circles of Protection, for instance. It used to work fine, I think even yesterday, and now it doesn't. I first noticed it when I tried to update the Nafs Asp implementation to work with the AI (I noticed the effect was no longer created). At first I thought it could have been something I've done on my own, but I reverted all the changes (and I don't think there were any significant ones in that area in the first place), updated to HEAD again, cleaned and rebuilt everything from source, and updated all the resources, and it's still no go. It seems to affect all the cards that create effects, such as, for example, the Circles of Protection. The weirdest thing about it is that I remember it working properly yesterday evening, yet I don't see any significant changes in the repository that could have affected it since then... :\ Of course, who knows, I'm probably just missing something.
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Re: Bug Reports (snapshot builds)
by Agetian » 28 Nov 2012, 04:40
I did that and now the CoP effect showed up fine in the command zone but it did not do anything (the damage wasn't prevented)... Is there anything else that I might potentially have to do?..
EDIT: This is no longer relevant, this part was actually my fault cause I clicked the wrong source.
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EDIT: This is no longer relevant, this part was actually my fault cause I clicked the wrong source.
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Last edited by Agetian on 28 Nov 2012, 04:55, edited 1 time in total.
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Re: Bug Reports (snapshot builds)
by ArsenalNut » 28 Nov 2012, 04:47
A Miracle cast Bonfire of the Damned isn't working for the AI. I see the stack description of the about the damage but nothing happens. In the game log, there is an entry that the "Bonfire of the Damned ability fizzles." I just tested this r18433 but I noticed this behavior in earlier version too.
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Re: Bug Reports (snapshot builds)
by Agetian » 28 Nov 2012, 04:55
By the way, regarding my previous report - the latter (the effect not triggering) was actually my fault, I mean, the fact that the effects didn't appear at first made me kind of paranoid so I was totally clicking the wrong card to prevent the damage from. :\ So yep, that was it, deleting match_preferred.xml solved it. Thanks Sol!
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Re: Bug Reports (snapshot builds)
by ArsenalNut » 28 Nov 2012, 05:03
I am seeing similar issues with Jace, Architect of Thought +1 effect ability. The -1/-0 does not get applied to the AI's attacking creatures.Agetian wrote:I did that and now the CoP effect showed up fine in the command zone but it did not do anything (the damage wasn't prevented)... Is there anything else that I might potentially have to do?..
EDIT: This is no longer relevant, this part was actually my fault cause I clicked the wrong source.
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Re: Bug Reports (snapshot builds)
by moomarc » 28 Nov 2012, 06:59
Fixed Jace. I've also just finished going through triggers on effects to make sure that they either have TriggerZones$Command or no trigger zone param. Next up is double-checking the static abilities on effects, although I think Hellfish changed all these. EDIT: Static abilities on effects... checked. These types of issues should be fixed.ArsenalNut wrote:I am seeing similar issues with Jace, Architect of Thought +1 effect ability. The -1/-0 does not get applied to the AI's attacking creatures.Agetian wrote:I did that and now the CoP effect showed up fine in the command zone but it did not do anything (the damage wasn't prevented)... Is there anything else that I might potentially have to do?..
EDIT: This is no longer relevant, this part was actually my fault cause I clicked the wrong source.
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Re: Bug Reports (snapshot builds)
by moomarc » 28 Nov 2012, 09:32
I noticed while working on the battlefield's Hand icon tooltip, that there's a serious problem with the way maximum hand size modifiers work. At the moment they directly modify the maximum hand size and the adjustment isn't reverted when the source leaves the battlefield. A Graceful Adept will effectively make the player's hand size unlimited for the rest of the game. There is also an issue that Gnat Miser and Jin-Gitaxias, Core Auger together would give your opponents unlimited hand sizes by setting your max hand size to -1.
Edit: Almost forgot to mention, unlimited handsize doesn't work at all at the moment without changing line 53 in InputCleanup.java to
Edit: Almost forgot to mention, unlimited handsize doesn't work at all at the moment without changing line 53 in InputCleanup.java to
- Code: Select all
if (n <= max || n <= 0 || max <= -1) {
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Re: Bug Reports (snapshot builds)
by Hellfish » 28 Nov 2012, 11:22
The local variable max should just be set to 0 if it is negative justbefore that comparison. Re: persistent modifiers: maybe hand sizes aren't reset properly before checking state effects?
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 moomarc » 28 Nov 2012, 11:45
Can't set any negative max to 0 before that comparison because max = -1 means you have an unlimited hand size.Hellfish wrote:The local variable max should just be set to 0 if it is negative just before that comparison. Re: persistent modifiers: maybe hand sizes aren't reset properly before checking state effects?
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Re: Bug Reports (snapshot builds)
by Hellfish » 28 Nov 2012, 11:51
My fault, forgotto mention that infinite handsize effects should set a flag rather than tamper with the actual size.
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 moomarc » 28 Nov 2012, 11:52
Oh right. Agreed!Hellfish wrote:My fault, forgotto mention that infinite handsize effects should set a flag rather than tamper with the actual size.

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