Search found 50 matches
- Sat Oct 09, 2010 9:39 pm
- Forum: Bug reports
- Topic: Bugs 0.13.1 +++ Post bugs here
- Replies: 115
- Views: 10651
Re: Bugs 0.13.1 +++ Post bugs here
Right. But in the current code in mtg.txt, it makes it when it comes into play. Ergo, it's a bug.
- Sat Oct 09, 2010 5:57 pm
- Forum: Bug reports
- Topic: Bugs 0.13.1 +++ Post bugs here
- Replies: 115
- Views: 10651
Re: Bugs 0.13.1 +++ Post bugs here
Grixis Slavedriver makes a zombie when it comes into play, not when it leaves play...pretty sure the correct code should look like this: [card] name=Grixis Slavedriver auto=@movedTo(this|exile,hand,graveyard,library) from(battlefield):token(Zombie,Creature Token Zombie,2/2,black) autograveyard={3}{B...
- Fri Oct 08, 2010 10:02 pm
- Forum: Bug reports
- Topic: Bugs 0.13.1 +++ Post bugs here
- Replies: 115
- Views: 10651
Re: Bugs 0.13.1 +++ Post bugs here
The code for Worldslayer uses moveTo(Graveyard) instead of destroy, which causes Worldslayer to get rid of indestructible things, which is incorrect (and makes Worldslayer much harder to actually use effectively for anything...)
- Fri Oct 08, 2010 3:58 pm
- Forum: Bug reports
- Topic: Bugs 0.13.1 +++ Post bugs here
- Replies: 115
- Views: 10651
Re: Bugs 0.13.1 +++ Post bugs here
The AI doesn't react to having a lot of poison counters the same way it reacts to low health; it'd be nice if it realized once it's up to 7+ poison counters or so that it should start keeping guys home to block.
- Fri Oct 08, 2010 4:39 am
- Forum: Bug reports
- Topic: Bugs 0.13.1 +++ Post bugs here
- Replies: 115
- Views: 10651
Re: Bugs 0.13.1 +++ Post bugs here
another quick easy one to fix - Scab-Clan Mauler is missing the trample ability.
- Thu Oct 07, 2010 8:36 pm
- Forum: Working & Added
- Topic: Caltrops (Working & Added)
- Replies: 2
- Views: 1020
Caltrops (Working & Added)
http://img227.imageshack.us/img227/3720/15252.jpg [card] name=Caltrops auto=@each blockers:damage:1 all(creature[attacking]) text=Whenever a creature attacks, Caltrops deals 1 damage to it. mana={3} type=Artifact [/card] I love this card, was very surprised it hadn't been coded yet. For extra fun, ...
- Wed Oct 06, 2010 7:35 pm
- Forum: Bug reports
- Topic: Noxious ghoul +++FIXED+++
- Replies: 1
- Views: 477
Noxious ghoul +++FIXED+++
[card] name=Noxious Ghoul auto=lord(creature[-zombie]) -1/-1 ueot auto=@movedTo(other creature[zombie]|battlefield):lord(creature[-zombie]) -1/-1 ueot text=Whenever Noxious Ghoul or another Zombie enters the battlefield, all non-Zombie creatures get -1/-1 until end of turn. mana={3}{B}{B} type=Crea...
- Tue Oct 05, 2010 9:30 pm
- Forum: Bug reports
- Topic: A few easily-fixed bugs
- Replies: 7
- Views: 855
Re: A few easily-fixed bugs
Wow, quick response time! Yeah, I wasn't sure if the Arcbound Overseer thing would be considered a bug or not. Per the official MTG rules there's no "modular" subtype, and Arcbound Overseer just checks for the ability to be present on the creature, but it doesn't seem to be coded/codeable that way; ...
- Tue Oct 05, 2010 9:22 pm
- Forum: Bug reports
- Topic: A few more complicated bugs
- Replies: 3
- Views: 569
A few more complicated bugs
And here are some bugs that seem to be more complicated than just simple code changes I was able to do myself. I play on PC, btw. -Decree of Savagery crashes the game every single time, whether I'm playing it or cycling it. Possibly relevant: I basically only use it in an Arcbound deck. -Rite of Pas...
- Tue Oct 05, 2010 8:47 pm
- Forum: Bug reports
- Topic: A few easily-fixed bugs
- Replies: 7
- Views: 855
A few easily-fixed bugs
Hi guys! I just discovered this thing recently and have been having a lot of fun with it. Upgraded from 12.1 to 13.1 and have found a few bugs and a few bugs that I had noticed (and fixed for myself) in the previous version are still there. I'll put the simple, easy stuff in this post; I'll make a s...