Forge version 1.5.49 or 1.6.0
Next release TBA based on Release Managers availability.
High Quality Resources for Collectible Card Games
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=52&t=18200
A:SP$ DealDamage | Cost$ 1 R | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumDmg$ 3 | SubAbility$ DBDamageController | SpellDescription$ CARDNAME deals 3 damage to target creature. If you revealed a Dragon card or controlled a Dragon as you cast CARDNAME, CARDNAME deals 3 damage to that creature's controller. | PropagateTgtsToSubAbility$ True | StackDescription$ SpellDescription
private static void resolveSubAbilities(final SpellAbility sa, final Game game) {
final AbilitySub abSub = sa.getSubAbility();
if (abSub == null || sa.isWrapper()) {
return;
}
// + UGLY HACK for Draconic Roar + //
if (sa.hasParam("PropagateTgtsToSubAbility")) {
abSub.setTargets(sa.getTargets());
}
// - UGLY HACK for Draconic Roar - //
...
I'll take a look (mostly since your hack looks awful ;p )Agetian wrote:Does anyone have the incentive to take a fresh look at what's going on there? Trapping getDefinedPlayers in AbilityUtils might be a good starting point (that's the function that is called when the game is trying to identify TargetedController - see e.g. line 820). I tried comparing the chain of calls for the human and for the AI and I see that the thing eventually breaks for the AI but I can't narrow it down to its source. :/ Any help is really welcome here!
humanlife=4
ailife=24
activeplayer=ai
activephase=UPKEEP
humancardsinhand=Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Dragonlord Atarka
humancardsinlibrary=Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain
humancardsingraveyard=Abbey Gargoyles;Aboroth;Abattoir Ghoul;Go for the Throat;Abattoir Ghoul;Mountain;Mountain
humancardsinplay=Mountain;Mountain;Abattoir Ghoul|SummonSick:True
humancardsinexile=
humancardsincommand=
aicardsinhand=Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Dragonlord Atarka;Draconic Roar
aicardsinlibrary=Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain;Mountain
aicardsingraveyard=Foul-Tongue Invocation;Mountain;Forest;Mountain;Foul-Tongue Invocation;Draconic Roar;Dragonlord Atarka;Draconic Roar
aicardsinplay=Swamp;Swamp;Mountain;Forest;Mountain
aicardsinexile=
aicardsincommand=
Oh, interesting! Thanks a lot for help! Here's hoping your solution is going to work great!friarsol wrote:Ok. I have it fixed locally, basically when a SA Stack Instance gets injected back into a SA during resolution, I'm now setting the Parent explicitly. Also, I changed Draconic Roar to be using ParentTargetedController although I'm not sure if that matters or not.
I'll play a few random games and keep an eye on the targeting to see if anything looks weird, then push it out. We should keep an eye on this, but I think that change should be ok.
I used the color order described here (ignoring the typo in the 4 color costs):Marek14 wrote:Which ordering do you use for wedges?
Ah. Probably the old rankings set blocks realized this problem and adjusted the names appropriately, but the DGM rankings didn't so they didn't work. So when I fixed the problem, it broke the old things. I'll update the file when you post the new rankings file...slyfox7777777 wrote:Hmm, I guess you did. I wonder why I thought it was still messed up.
It definitely works for DGM now, but some of the names from the older sets still have two spaces, like "fire Ice," so I guess I don't understand why it's only working for the more recent sets, that is unless you just went in there and did it manually.
Edit: I might have been using a different snapshot, probably not very professional. Take this for a grain of salt. I'm sure it's all resolved.
Re-edit: Okay, I got the latest snapshot, and it does look like older split cards still have the same problem.