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  • Oct 17 21:21
    t-schroeder commented #6015
  • Oct 17 21:21
    t-schroeder commented #6015
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    t-schroeder commented #6015
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  • Oct 17 13:54
    andreacosta closed #6014
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    spjspj commented #6015
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    t-schroeder commented #6015
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    Ebola16 opened #6018
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    spjspj labeled #6017
  • Oct 16 23:55
    spjspj opened #6017
  • Oct 16 22:56
    JayDi85 commented #6016
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    andreacosta commented #6016
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    andreacosta commented #6016
  • Oct 16 19:26

    theelk801 on master

    Update .gitignore (compare)

  • Oct 16 19:26

    theelk801 on master

    Add Centurion banlist Remove banned partners Add banned partners and 2 more (compare)

  • Oct 16 19:26
    theelk801 closed #6016
  • Oct 16 19:25
    theelk801 commented #6016
  • Oct 16 19:25
    andreacosta commented #6016
Oleg Agafonov
@JayDi85
mage-server/db folder is empty? Show your server logs here (delete mage-server/mageserver.log , start server and copy logs here or to https://pastebin.com/ )
EikePeace
@EikePeace
the server is not empty, it doesn't have any cards in the database
THe decks on a testing server are empty for example
Oleg Agafonov
@JayDi85
What you mean by "empty decks"? Server shows missing card error on game start? Or what?
EikePeace
@EikePeace
No, the decks are literally empty
Not even lands exist
The databases are just empty
It is as if no cards would have been ever created
And the test games all end in a draw
Oleg Agafonov
@JayDi85
Show me server's logs file
ingmargoudt
@ingmargoudt
Could anyone check my fix for Jeskai's Infiltrator ?
there was an endless loop that causes a server crash (I think an out of memory or a stackoverflow exception)
ingmargoudt
@ingmargoudt
but I am not sure this fix is that easy..
ingmargoudt
@ingmargoudt

also, I am interested in this:

  @Deprecated
    void discard(int amount, Ability source, Game game);

    Card discardOne(boolean random, Ability source, Game game);

    Cards discard(int amount, boolean random, Ability source, Game game);

    boolean discard(Card card, Ability source, Game game);

The top method is deprecated and internally calls the 3rd method. The 4th method discards a particular card. So since the top method is deprecated , should we remove it and replace all instances with discard(int amount, boolean random, Ability source, Game game); ? And what about discardOne(random...) ?

Oleg Agafonov
@JayDi85
If void discard( uses by few cards then you can remove it, but if it uses in many cards then save it (there are many simplified methods with less params to call for more easy devs).
Evan Kranzler
@theelk801
probably gonna need some help implementing adventure cards, I have an outline of what I've got in mind on the tracking thread #5961
Zach H
@ZeldaZach
I’ll give it a gander tomorrow
I’d reckon it’s similar to aftermath tho
Evan Kranzler
@theelk801
aftermath is way simpler, it's just a split card with an ability that says "cast this only from your graveyard"
this has a whole bunch of extra rules baggage
Evan Kranzler
@theelk801
the important thing is that we can probably implement them in a way where we can add each card even if the overall implementation doesn't work
Evan Kranzler
@theelk801
would anyone be able to help with fixing Leadership Vacuum? it turns out that the engine doesn't support moving cards to the command zone and I'm not sure how to make it work as zone changes are very complicated and confusing
Zach H
@ZeldaZach
Move to exile and use standard replacement?
Evan Kranzler
@theelk801
I can't even find where the commander replacement happens
Oleg Agafonov
@JayDi85
Zone changes works fine. Look at CommanderReplacementEffect
ZoneChangeEvent zEvent = (ZoneChangeEvent) event;
zEvent.setToZone(Zone.COMMAND);
Evan Kranzler
@theelk801
oh, interesting
but how do we make that actually work
Oleg Agafonov
@JayDi85
You can just add command zone support in public boolean moveCards(Set<Card> cards, Zone toZone,
I don't think it different with other zones like library or outside
Maybe code from case OUTSIDE: can be copy pasted for command zone
Oleg Agafonov
@JayDi85
hmm
Real cards move in private static void placeInDestinationZone(ZoneChangeInfo info, Game game) {
 case COMMAND:
                    // There should never be more than one card here.
                    for (Card card : cards.getCards(game)) {
                        game.addCommander(new Commander(card));
                    }
                    break;
Smelling code... Try to copy-paste code from outside zone (see above) and test commanders moves (if all works -- commander can be casted with same effects and corrected extra cost -- then all fine... if not then I can research it later to fix/improve).
Evan Kranzler
@theelk801
can anyone help with updating TargetAmount? Sundering Stroke requires distributing 7 damage among 3 targets, which is currently not doable and I'm having trouble figuring it out
also Forked Lightning basically needs the same thing
Zach H
@ZeldaZach
Do you have “any number of targets” as an option
And then can restrict from there
Evan Kranzler
@theelk801
basically with the exception of the two cards I mentioned, every card that divides something X damage (or counters, or prevention, etc) among "any number of targets" isn't actually any number
Bogardan Hellkite can't target more than 5 things
and the code for handling that assumes that the limit is the amount being distributed
because it usually is
except here it isn't
but it's hard to figure out what does and doesn't need to be changed
also Vivien, Arkbow Ranger can target "up to" 2 target creatures, which is also different since distribution effects usually require at least one target
Oleg Agafonov
@JayDi85
@theelk801 it's already have maxNumberOfTargets
Oleg Agafonov
@JayDi85
You can setup it in cards and improve code in TargetAnyTargetAmount to implement support of that limit in maxNumberOfTargets
Oleg Agafonov
@JayDi85
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