Bugs 0.10.1

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whismer
Posts: 55
Joined: Thu Aug 06, 2009 2:47 am

Re: Bugs 0.10.1

Post by whismer »

DOes someone can explain me wich part of Benalish Emissary can't be coded?


maybe kicker wasn't in the 0.10.1 version or maybe I doesn't have a complete collection !


Card Name:
Benalish Emissary
Mana Cost:
2White
Types:
Creature — Human Wizard
Card Text:
Kicker 1Green (You may pay an additional 1Green as you cast this spell.)
When Benalish Emissary enters the battlefield, if it was kicked, destroy target land.
P/T:
1 / 4


Whismer !! Thanx for answering this! like usual :)
Psyringe
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Re: Bugs 0.10.1

Post by Psyringe »

whismer wrote:DOes someone can explain me wich part of Benalish Emissary can't be coded?
Cards which had a "When this enters the battlefield (do something to) target card" rule couldn't be coded in 0.10.1 due to engine limitations. The SVN version can handle these hards now (thanks to wololo for implementing that :) ), and Benalish Emissary is already added to the SVN (thanks to Dr. Solomat for promptly adding it as soon as it was possible :) ).
PrimeSoup
Posts: 22
Joined: Wed Jan 27, 2010 2:39 am

Re: Bugs 0.10.1

Post by PrimeSoup »

I have two more card bugs to report; I apologize in advance if they've been reported and I missed them:

Drain the Well (EVE) gives life to the controller of the card's target rather than to the controller of the card. I imagine this bug is similar to the issue of various cards making the wrong player draw; adding "controller" to the end of the "auto" line fixed the card's performance for me.

The Brute (LEG) has an incorrect casting cost. The cost is coded as {R} when it should be {1}{R} instead.
Psyringe
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Re: Bugs 0.10.1

Post by Psyringe »

PrimeSoup wrote:I have two more card bugs to report; I apologize in advance if they've been reported and I missed them:

Drain the Well (EVE) gives life to the controller of the card's target rather than to the controller of the card. I imagine this bug is similar to the issue of various cards making the wrong player draw; adding "controller" to the end of the "auto" line fixed the card's performance for me.

The Brute (LEG) has an incorrect casting cost. The cost is coded as {R} when it should be {1}{R} instead.
Both bugs have been fixed in the SVN already. No need to apologize for reporting known/fixed bugs btw - I haven't been able to keep the bug list up to date, so it isn't very easy at the moment to find out whether a bug has been fixed already. The information in the stickied thread may still be helpful though.
Saint
Posts: 434
Joined: Sat Jan 09, 2010 4:57 pm
Location: Netherlands

Re: Bugs 0.10.1

Post by Saint »

Crash found after playing a while, in the options menu wen switching to profile it locks up, wont reboot out of its own either.
Coulden't find a real reason why it happend, it just did (coulden't find it in the buglist either so thought it should be mentioned.
"The bird of the Hermes is my name, eating my wings to make me tame." - Ripley Scrowle, Elias Ashmole's Theatrum Chemicum Britannicum - 1652
PrimeSoup
Posts: 22
Joined: Wed Jan 27, 2010 2:39 am

Re: Bugs 0.10.1

Post by PrimeSoup »

Psyringe wrote:No need to apologize for reporting known/fixed bugs btw - I haven't been able to keep the bug list up to date, so it isn't very easy at the moment to find out whether a bug has been fixed already. The information in the stickied thread may still be helpful though.
Indeed, it is. I'm able to check the forums, the Wiki page, and the bug tracker easily enough, but I didn't find any information on those two card bugs by any of those methods. If it's there, then I just missed it, as I did when I reported Pillory of the Sleepless.

I have a lot of trouble checking the sets data in the SVN source code repository, though. The list of items in the "sets" directory is partial and doesn't extend down to /primitives/ so that I can check the card codes in mtg.txt, and I haven't been able to figure out how to make the whole directory appear in the window. I've tried to use the search feature as a work-around, but it never seems to come up with much. Am I using the wrong approach?
Psyringe
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Re: Bugs 0.10.1

Post by Psyringe »

I need to update the stickied thread - the approach described there for looking at the _cards.dat files isn't very useful anymore. Wagic is growing beyond the limitations of the Googlecode web interface, and some things don't work as described anymore because we now have too many files, or too large files, for the interface.

For checking cards, go to this page. It has the code of all implemented cards.
PrimeSoup
Posts: 22
Joined: Wed Jan 27, 2010 2:39 am

Re: Bugs 0.10.1

Post by PrimeSoup »

Psyringe wrote:For checking cards, go to this page. It has the code of all implemented cards.
You have my thanks, Psyringe. That's precisely the list I was trying to find, but couldn't.

Of a separate matter: Today, I have re-visited the issue with Yavimaya Dryad (TSP) that I mentioned previously. I have changed my copy of the code for the card such that it now includes the following lines:

auto=may moveTo(myBattlefield) target(forest|mylibrary) && tap
auto=may moveTo(opponentBattlefield) target(forest|mylibrary) && tap

The coding is not perfect, as it creates an ambiguous "Move, Move, Cancel" dialogue menu when the card enters play from the hand, but it has the intended effect: One "Move" command puts the Forest under my control, the other puts it under my opponent's control, as the card rules say the player should be able to do.

Personally, the change works for me, but I don't know how aversive the development standards are to a command menu such as this. Unfortunately, it's the only method I've found so far to get the card to function the way the Oracle rules describe it.
Psyringe
Posts: 1163
Joined: Mon Aug 31, 2009 10:53 am

Re: Bugs 0.10.1

Post by Psyringe »

PrimeSoup wrote:The coding is not perfect, as it creates an ambiguous "Move, Move, Cancel" dialogue menu when the card enters play from the hand, but it has the intended effect: One "Move" command puts the Forest under my control, the other puts it under my opponent's control, as the card rules say the player should be able to do.

Personally, the change works for me, but I don't know how aversive the development standards are to a command menu such as this.
Usually, having a card work 100% is preferable to having it work only 50%, even if it comes at the cost of an ambiguous menu. I'll change the card according to your suggestion.
PrimeSoup
Posts: 22
Joined: Wed Jan 27, 2010 2:39 am

Re: Bugs 0.10.1

Post by PrimeSoup »

Nature's Lore (P02) produced no in-game effect, then crashed Wagic 0.10.1 running under a Windows 7 64-bit environment.

This was the card's effect code at the time of the matches in question:

auto=moveTo(myBattlefield) target(forest|myLibrary)

The code is different from what I found under the code entries for the same card in the POR and ICE sets:

target=forest|myLibrary
auto=moveTo(myBattlefield)

Changing the former code in the P02 copy to the latter code from the other sets resolved the issue.

I'm doubtful that this bug affects the current SVN, since the primitives card list shows the working code rather than the bugged version. Still, I felt that I should mention it in case others are using this version of the card under 0.10.1.
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