SVN Bug Reports
Post MTG Forge Related Programming Questions Here
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: SVN Bug Reports
by friarsol » 01 Jun 2011, 00:09
Any more information aside from the AI trying to cast Blaze? How much mana was available? Etc?Jaedayr wrote:r9121
Got the following during Computer EndCombat Phase.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: SVN Bug Reports
by Jaedayr » 01 Jun 2011, 01:28
The AI had two non-basic lands in play, I don't remember which ones they were, and they were both tapped at the time I saw the error. This occurred during the quest "Don't play with fire".friarsol wrote:Any more information aside from the AI trying to cast Blaze? How much mana was available? Etc?Jaedayr wrote:r9121
Got the following during Computer EndCombat Phase.
Re: SVN Bug Reports
by Chris H. » 01 Jun 2011, 01:49
There is only one special quest opponent deck with Blaze:
- Don't play with fire | Open
- quest15
[general]
constructed
[main]
4 Plateau
4 Druid of the Anima
4 Taiga
1 Mox Emerald
3 Temple Garden
3 Glorious Anthem
3 Stomping Ground
4 Elvish Champion
4 Lightning Bolt
1 Mox Ruby
1 Mox Pearl
3 Gaea's Anthem
4 Blaze
3 Fireball
4 Savannah
3 Beastmaster Ascension
3 Keen-Eyed Archers
4 Elvish Harbinger
4 Llanowar Elves
[sideboard]
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: SVN Bug Reports
by Sloth » 01 Jun 2011, 07:04
Off topic: This is a boring and poorly designed deck. Maybe I should take a look at the special quest decks next.Chris H. wrote:There is only one special quest opponent deck with Blaze:
- Don't play with fire | Open
- quest15
[general]
constructed
[main]
4 Plateau
4 Druid of the Anima
4 Taiga
1 Mox Emerald
3 Temple Garden
3 Glorious Anthem
3 Stomping Ground
4 Elvish Champion
4 Lightning Bolt
1 Mox Ruby
1 Mox Pearl
3 Gaea's Anthem
4 Blaze
3 Fireball
4 Savannah
3 Beastmaster Ascension
3 Keen-Eyed Archers
4 Elvish Harbinger
4 Llanowar Elves
[sideboard]
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: SVN Bug Reports
by Chris H. » 01 Jun 2011, 12:19
`Sloth wrote:Off topic: This is a boring and poorly designed deck. Maybe I should take a look at the special quest decks next.
Agreed, we can discuss these decks on the other topic.
-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: SVN Bug Reports
by Agetian » 01 Jun 2011, 14:05
Here's a report relevant to SVN r9144: the AI used Freyalise's Radiance and then did not have to pay its Cumulative Upkeep cost - the card continued to gather age counters every turn but the AI did not pay mana in its upkeep and yet the enchantment stayed in play.
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 683 times
- Been thanked: 572 times
Re: SVN Bug Reports
by Sloth » 02 Jun 2011, 20:22
Fixed! Thanks Agetian.Agetian wrote:Here's a report relevant to SVN r9144: the AI used Freyalise's Radiance and then did not have to pay its Cumulative Upkeep cost - the card continued to gather age counters every turn but the AI did not pay mana in its upkeep and yet the enchantment stayed in play.
-
Sloth - Programmer
- Posts: 3498
- Joined: 23 Jun 2009, 19:40
- Has thanked: 125 times
- Been thanked: 507 times
Re: SVN Bug Reports
by slapshot5 » 03 Jun 2011, 13:28
r9202:
I played Control Magic on Compy's Hedron Rover. The Landfall bonus still got triggered whenever Compy played a land.
I would have expected it to get triggered now when I played a land, not compy.
-slapshot5
I played Control Magic on Compy's Hedron Rover. The Landfall bonus still got triggered whenever Compy played a land.
I would have expected it to get triggered now when I played a land, not compy.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: SVN Bug Reports
by friarsol » 03 Jun 2011, 13:34
I wonder if the trigger needs to be cleared/recreated when Control changes. This may be necessary in AF_GainControl as well.slapshot5 wrote:r9202:
I played Control Magic on Compy's Hedron Rover. The Landfall bonus still got triggered whenever Compy played a land.
I would have expected it to get triggered now when I played a land, not compy.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: SVN Bug Reports
by Corwin72 » 03 Jun 2011, 13:38
r9212
Garruk's Packleader is not triggering when a splicer puts a 3/3 in play. Wing Splicer is the card that did not trigger.
Vendilion Clique has issues when targeting the player by the player.
You get to look at your library then choose a card from your library and then draw a card.
Garruk's Packleader is not triggering when a splicer puts a 3/3 in play. Wing Splicer is the card that did not trigger.
Vendilion Clique has issues when targeting the player by the player.
You get to look at your library then choose a card from your library and then draw a card.
-
Corwin72 - Posts: 793
- Joined: 15 Sep 2009, 13:26
- Location: Grayson, Ga
- Has thanked: 25 times
- Been thanked: 9 times
Re: SVN Bug Reports
by jeffwadsworth » 04 Jun 2011, 00:09
Fixed. Thanks.Corwin72 wrote:r9212
Vendilion Clique has issues when targeting the player by the player.
You get to look at your library then choose a card from your library and then draw a card.
- jeffwadsworth
- Super Tester Elite
- Posts: 1172
- Joined: 20 Oct 2010, 04:47
- Location: USA
- Has thanked: 287 times
- Been thanked: 70 times
Re: SVN Bug Reports
by lazylockie » 04 Jun 2011, 00:33
r9243
Boggart Mob is triggering on any combat damage - nvm, still testing it.
Dolmen Gate isn't working. My attacking creatures are still dying
Dread is triggering when a creature deals damage to another (it should trigger only when it deals damage to you)
Boggart Mob is triggering on any combat damage - nvm, still testing it.
Dolmen Gate isn't working. My attacking creatures are still dying
Dread is triggering when a creature deals damage to another (it should trigger only when it deals damage to you)
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: SVN Bug Reports
by jeffwadsworth » 04 Jun 2011, 03:53
Dread was just an extra space in the script. Fix coming soon.lazylockie wrote:r9243
Boggart Mob is triggering on any combat damage - nvm, still testing it.
Dolmen Gate isn't working. My attacking creatures are still dying
Dread is triggering when a creature deals damage to another (it should trigger only when it deals damage to you)
Dolmen Gate is applying the stpump during the damage step...should be earlier.
Boggart Mob looks fine to me.
- jeffwadsworth
- Super Tester Elite
- Posts: 1172
- Joined: 20 Oct 2010, 04:47
- Location: USA
- Has thanked: 287 times
- Been thanked: 70 times
Re: SVN Bug Reports
by Agetian » 04 Jun 2011, 04:57
SVN r9251: the AI casts Shambling Shell and sacrifices it to try and put a counter on the sacrificed Shambling Shell instead of on other creatures that it has.
Test file for the "Setup Battlefield" feature in Developer mode to demonstrate this fact (copy-paste to a text file such as shambling_shell_test.txt, click on "Setup Battlefield" and load this file - the AI will cast Shambling Shell from its hand at its next opportunity, and will soon after that (or sometimes immediately) sacrifice it to put a counter on itself instead of on Drudge Skeletons:
NOTE 2: The test file above will only work with SVN r9251+
Test file for the "Setup Battlefield" feature in Developer mode to demonstrate this fact (copy-paste to a text file such as shambling_shell_test.txt, click on "Setup Battlefield" and load this file - the AI will cast Shambling Shell from its hand at its next opportunity, and will soon after that (or sometimes immediately) sacrifice it to put a counter on itself instead of on Drudge Skeletons:
- Code: Select all
HumanLife=-1
AILife=-1
HumanCardsInPlay=NONE
AICardsInPlay=Swamp; Swamp; Forest; Forest; Drudge Skeletons
HumanCardsInHand=NONE
AICardsInHand=Shambling Shell
HumanCardsInGraveyard=NONE
AICardsInGraveyard=NONE
HumanCardsInLibrary=NONE
AICardsInLibrary=NONE
END
NOTE 2: The test file above will only work with SVN r9251+
- Agetian
- Programmer
- Posts: 3489
- Joined: 14 Mar 2011, 05:58
- Has thanked: 683 times
- Been thanked: 572 times
Re: SVN Bug Reports
by Biribau » 04 Jun 2011, 14:54
Last edited by Chris H. on 04 Jun 2011, 15:09, edited 1 time in total.
Reason: mouseover
Reason: mouseover
- Biribau
- Posts: 2
- Joined: 08 Feb 2011, 17:04
- Has thanked: 0 time
- Been thanked: 0 time
Who is online
Users browsing this forum: No registered users and 10 guests