Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by friarsol » 18 Apr 2012, 19:59
viewtopic.php?f=52&t=6333#p87105DeadSpeak wrote:Is there a way to manually remove the flip-card bug?
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Re: Bug Reports (snapshot builds)
by Milod » 19 Apr 2012, 00:36
cant play loyal cathar click on it nothing happens
Re: Bug Reports (snapshot builds)
by squee1968 » 19 Apr 2012, 00:43
This was reported twice already. The bug happens with all transformed and flip cards. It is currently being investigated, but has not been fixed yet.Milod wrote:cant play loyal cathar click on it nothing happens
Re: Bug Reports (snapshot builds)
by moomarc » 19 Apr 2012, 07:47
It does in svn, just not on the script ZzzzSleep posted in the AVR thread.Milod wrote:Emancipation Angel has no flying
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Re: Bug Reports (snapshot builds)
by Sloth » 19 Apr 2012, 15:12
Fixed! Thanks Milod. (the trigger handler didn't look for cards with triggers in the hand or library zone).Milod wrote:when i used banishing stroke on ai's oblivion ring it dident return my creature back to the field.. am i missing somthing?
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Re: Bug Reports (snapshot builds)
by Sloth » 19 Apr 2012, 15:30
I made a quick fix that only calls "out.addAlternateState(state);" if the state is "Cloner" (r15216). Are there any problems with that?Max mtg wrote:The why I addedfriarsol wrote:Looks like the transformed bug was added here:
r15120 by Max, AbstractCardFactory.java l 168I commented out out.addAlternateState, which solved the transformed problem, but I'm not sure what the goal of this block is, so I didn't commit it.
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CardFactoryUtil.copyCharacteristics(in, out);
if (in.hasAlternateState()) {
for (final CardCharactersticName state : in.getStates()) {
in.setState(state);
out.addAlternateState(state);
out.setState(state);
CardFactoryUtil.copyCharacteristics(in, out);
}
in.setState(curState);
out.setState(curState);
}was a warning when clone was moved to exile, out.setState(state); could not set a "Cloner" state of that card (that is the original properties of the card) - and it looks like the named state became lost. It's a pity, that it caused more severe bugs somewhere else.
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out.addAlternateState(state);
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Re: Bug Reports (snapshot builds)
by friarsol » 20 Apr 2012, 03:04
r15225
Elbrus, the Binding Blade doesn't display "Equipped creature gets +1/+0." in the detail panel even though it appears in the card script under Text.
Elbrus, the Binding Blade doesn't display "Equipped creature gets +1/+0." in the detail panel even though it appears in the card script under Text.
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Re: Bug Reports (snapshot builds)
by ArsenalNut » 20 Apr 2012, 04:05
It looks like the triggers setup using keyword macros in forge.card.cardfactory.CardFactoryUtil.postFactoryKeywords are not working. I found this when working on Soulbond. If I setup the triggers based on the keyword in postFactoryKeywords, ETB triggers never occur. If I put the same trigger directly in the card script, the ETB triggers fire. I also tested the same thing with Provoke and found the same results.
So many cards, so little time
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Re: Bug Reports (snapshot builds)
by Sloth » 20 Apr 2012, 06:56
Oh dear, it seems like copyCard messes up the cards again (they work when put onto the battlefield directly, but fail when they have been drawn before).ArsenalNut wrote:It looks like the triggers setup using keyword macros in forge.card.cardfactory.CardFactoryUtil.postFactoryKeywords are not working. I found this when working on Soulbond. If I setup the triggers based on the keyword in postFactoryKeywords, ETB triggers never occur. If I put the same trigger directly in the card script, the ETB triggers fire. I also tested the same thing with Provoke and found the same results.
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Re: Bug Reports (snapshot builds)
by Sloth » 20 Apr 2012, 15:07
Fixed! It was just a tiny boolean variable that was wrong.ArsenalNut wrote:It looks like the triggers setup using keyword macros in forge.card.cardfactory.CardFactoryUtil.postFactoryKeywords are not working. I found this when working on Soulbond. If I setup the triggers based on the keyword in postFactoryKeywords, ETB triggers never occur. If I put the same trigger directly in the card script, the ETB triggers fire. I also tested the same thing with Provoke and found the same results.
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Re: Bug Reports (snapshot builds)
by Sloth » 21 Apr 2012, 20:58
Both are fixed! Thanks Forger.Forger wrote:Forge version 1.2.7-SNAPSHOT-r15148
Bloodline Keeper (cant be cast) and Sylvan Library (doesnt trigger) arent working anymore. I imagine more cards are affected.
They did in r15022.
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Re: Bug Reports (snapshot builds)
by ArsenalNut » 22 Apr 2012, 06:46
There appears to be an issue with some of the "leaves play" triggers. I had Myr Retriever, Solemn Simulacrum, and Floating-Dream Zubera, all put two instances of their leave play trigger on the stack. Solemn Simulacrum was intermittent but Myr Retriever and Floating Dream Zubera were consistently putting two triggers on the stack. The Solemn Simulacrums were my creatures and the other two were played by the AI. I also had an Oblivion Ring double trigger when returned to play by a Sun Titan.
So many cards, so little time
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Re: Bug Reports (snapshot builds)
by Sloth » 22 Apr 2012, 09:38
Fixed! Thanks ArsenalNut.ArsenalNut wrote:There appears to be an issue with some of the "leaves play" triggers. I had Myr Retriever, Solemn Simulacrum, and Floating-Dream Zubera, all put two instances of their leave play trigger on the stack. Solemn Simulacrum was intermittent but Myr Retriever and Floating Dream Zubera were consistently putting two triggers on the stack. The Solemn Simulacrums were my creatures and the other two were played by the AI. I also had an Oblivion Ring double trigger when returned to play by a Sun Titan.
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Re: Bug Reports (snapshot builds)
by Doublestrike » 23 Apr 2012, 04:08
Had a lunch-break look at the quest mode no-cards-on-challenge thing, and that should be fixed.
It looked like that code has existed for a long time (it's in the Arcane package!) so I'm not sure why this bug hadn't shown up before. Anyway, a list just needed an iterator.
It affected the player field area, so if there is any weirdness happening there in the next 24-48 hours, r15266 may be the reason. But I played a game or two and everything looked copacetic.
It looked like that code has existed for a long time (it's in the Arcane package!) so I'm not sure why this bug hadn't shown up before. Anyway, a list just needed an iterator.
It affected the player field area, so if there is any weirdness happening there in the next 24-48 hours, r15266 may be the reason. But I played a game or two and everything looked copacetic.
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