Giter VIP home page Giter VIP logo

mtg-octgn's People

Contributors

brine avatar bringerofdoom avatar ccbrown avatar dependabot[bot] avatar dominikandreas avatar fafranco82 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

mtg-octgn's Issues

Emblem Align

Just played a game with sorin and the emblem got aligned between the basic and non-basic lands. I didn't try any other emblem but my guess is the same for all of them

Casting "Exalted Angel" as Morph

Hello,

Just a friendly bug report concerning Morph. After casting "Exalted Angel" from my hand as a morph card "Cast Face-Down (Morph)" and double-clicking the card to resolve it from the stack, I receive a python error in the console. Same goes for right-clicking the card in the stack and clicking "Tap/Untap or Resolve":

----Python Error----
Traceback (most recent call last):
SystemError: Type 'System.Reflection.Emit.DynamicMethod+RTDynamicMethod' in assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' is not marked as serializable.
resolve(Card(65544))

----End Error----

OCTGN 3.1.16.99
MTG Game Definitions 3.1.3.5

miracle card support

dunno how we'll do this... probably modify the draw function to peek at the card first

Allow users to customize the order their cards are aligned.

I'd like to increase the customizability of the alignment function to allow players to choose the order in which their card types are aligned. For example, if they want to put their lands on the top row, or put planeswalkers on the same row as creatures.

Equipping location

After equipping the result cards are lower than the rest. Makes it look ... weird.

proper support for soulbond

With the horizontal alignment redesign, I should be able to create a proper soulbond function to have the two creatures show up in their own widely-spaced horizontal stack.

AutoScript for Spectral Procession

AutoScript for Spectral Procession doesn't create tokens.

'Auto-Create Token' also doesn't work for the following cards:
Beckon Apparition
Funeral Pyre

I've also tested the following cards that either create tokens upon casting or the "auto create token" feature works properly:
Midnight Haunting
Lingering Souls
Geist-Honored Monk
Twilight Drover

Octgn 3.0.1.6
Mtg 3.0.7
MarkersAndTokens.v1.2

Thanks a lot

multiple issues seen in mtg 3.0.9

Repeatedly, I am having issues with the "attach" feature-- my opponent and I both end up having the attach global dictionary in use indefinitely. Is there a way that we could end an "end phase" button. Which would clean up the stack and any currently opened dictionaries?

Also, I would like to see rolling over the f1-f6 go untap, draw (auto draw), main, combat, main2, endphase (cleanup and pass turn)

also, I ended up hitting a bug with my opponent which resulted in both of us having our deck opened in the top left corner not able to see the [x] box; how about a right-click -> close window option?

attaching cards

after having an enchantement or eqiupment target a card, i try to attach them to a creature it does not work. why is that? i have unistalled and reomstalled it twice and problem persists.

Python Error When Shuffling

When i try to shuffle using control S or the right click menu, i get the following error:

----Python Error----
Traceback (most recent call last):
TypeError: Value cannot be null.
shuffle(Pile(16842753, 'Library', Player(1)))
----End Error----

If i look at all cards in library then use the "close and shuffle" button it seems to work, but not control S or right click>shuffle. I've tried uninstaling and reinstalling both the client and the game defs/set defs, and continue to get the error.

"random pick card" from graveyard

"random pick card" from graveyard doesn't reveal the card to all players (2+)

"Username picks Card from graveyard" is what is seen instead of the card name.

Arabian Nights

When my cousin and I did a sealed Arabian Nights, noticed that cards like erg raiders showed up as two different cards. I got 5 erg raiders, but 2 were shown as 1 card and 3 as another. Can't really explain it from there. If you do a sealed, you'd see what we came across. Also noticed this for the giant tortiose. Don't know if there is any issues with the other cards.

Library Shuffler

There might be a problem with the library shuffler, a lot of people are saying it's a known problem. Seems that the cards aren't getting shuffled properly. I often have to shuffle 20 times for the cards to be actually shuffled, which wastes a lot of time.

I was trying to play, a game but...

It kept crashing so I thought I'd edit a deck instead and got this messege:

System.Net.WebException: Requested PackagePart not found in target resource.
at System.IO.Packaging.PackWebResponse.GetResponseStream()
at System.IO.Packaging.PackWebResponse.get_ContentType()
at System.Windows.Media.Imaging.BitmapDecoder.SetupDecoderFromUriOrStream(Uri uri, Stream stream, BitmapCacheOption cacheOption, Guid& clsId, Boolean& isOriginalWritable, Stream& uriStream, UnmanagedMemoryStream& unmanagedMemoryStream, SafeFileHandle& safeFilehandle)
at System.Windows.Media.Imaging.BitmapDecoder.CreateFromUriOrStream(Uri baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions, BitmapCacheOption cacheOption, RequestCachePolicy uriCachePolicy, Boolean insertInDecoderCache)
at System.Windows.Media.Imaging.BitmapImage.FinalizeCreation()
at System.Windows.Media.Imaging.BitmapImage.EndInit()
at Octgn.DeckBuilder.DeckBuilderWindow.ElementSelected(Object sender, SelectionChangedEventArgs e)
at System.Windows.Controls.SelectionChangedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.DataGrid.OnSelectionChanged(SelectionChangedEventArgs e)
at System.Windows.Controls.Primitives.Selector.InvokeSelectionChanged(List1 unselectedItems, List1 selectedItems)
at System.Windows.Controls.Primitives.Selector.SelectionChanger.End()
at System.Windows.Controls.SelectedItemCollection.EndUpdateSelectedItems()
at System.Windows.Controls.Primitives.MultiSelector.EndUpdateSelectedItems()
at System.Windows.Controls.DataGrid.MakeFullRowSelection(Object dataItem, Boolean allowsExtendSelect, Boolean allowsMinimalSelect)
at System.Windows.Controls.DataGrid.HandleSelectionForCellInput(DataGridCell cell, Boolean startDragging, Boolean allowsExtendSelect, Boolean allowsMinimalSelect)

Scooping after someone has left

----Python Error----
Traceback (most recent call last):
SystemError: Type 'System.Reflection.Emit.DynamicMethod+RTDynamicMethod' in assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' is not marked as serializable.
scoop(table)
----End Error----

move all to library (top/bottom)

I removed the "shuffle into library" functions from the hand, graveyard and exiled zone piles, but forgot to add "move all to top" and "move all to bottom" functions in its place.

Everything up to date and tokens for RTR won't auto create.

Subject pretty much sums it up. I've made sure every file I have is the latest and even uninstalled/re-installed everything. This only happens with RTR cards that are supposed to create tokens. The tokens are in the database and I can manually create them.

Unknown Error

I don't know for sure if this is a Game Definition error (I only really started using OCTGN less than a week ago), but this keeps popping up when I try to load the following Sets.

'Magic 2013.o8s' an error occured during installation:
File contains corrupted data.
'Masters Edition II.o8s' installed.
'Masters Edition III.o8s' an error occured during installation:
File contains corrupted data.
'Masters Edition.o8s' installed.

And on top of that, this shows up when I try to use the deck editor to actually make a deck so I can play a game of Magic.

System.Data.DuplicateNameException: A column named 'Cost' already belongs to this DataTable.
at System.Data.DataColumnCollection.RegisterColumnName(String name, DataColumn column, DataTable table)
at System.Data.DataColumn.set_ColumnName(String value)
at Octgn.Data.Game.SelectCards(String[] conditions) in c:\server\OCTGN\octgnFX\Octgn.Data\Game.cs:line 715
at Octgn.DeckBuilder.SearchControl..ctor(Game game) in c:\server\OCTGN\octgnFX\Octgn\DeckBuilder\SearchControl.xaml.cs:line 28
at Octgn.DeckBuilder.DeckBuilderWindow.AddSearchTab() in c:\server\OCTGN\octgnFX\Octgn\DeckBuilder\DeckBuilderWindow.xaml.cs:line 79
at Octgn.DeckBuilder.DeckBuilderWindow.set_Game(Game value) in c:\server\OCTGN\octgnFX\Octgn\DeckBuilder\DeckBuilderWindow.xaml.cs:line 113
at Octgn.DeckBuilder.DeckBuilderWindow.NewClicked(Object sender, RoutedEventArgs e) in c:\server\OCTGN\octgnFX\Octgn\DeckBuilder\DeckBuilderWindow.xaml.cs:line 163
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
at System.Threading.ExecutionContext.runTryCode(Object userData)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run(Window window)
at Octgn.OctgnApp.Main() in c:\server\OCTGN\octgnFX\Octgn\obj\Release\App.g.cs:line 0

If these errors are not from the definition, please direct me to where I need to report this so I can try to actually play, now that the server is back up.

grant autoscript triggers to attached card

When you attach an aura or equipment to a card, and that aura/equipment grants abilities to the attached card, we need the autoscript system to pass those autoscript triggers to the attached card.

For example, a card that says 'Enchanted creature has "{T}: Gain 1 life."' should pass an activate tag over to the attached card, so that it shows up in the activated abilities menu for that card.

Support for Suspend mechanic

This has to be done before we can start tagging all the suspend cards.

Either the suspended cards go in the exiled zone with the time counters, or on the table (probably aligned in third row). The upkeep function will remove a counter from them, autocast when it removes the last one.

Either a new function to suspend a card, or have initcast tag recognize a card with suspend and ask the player if he wants to suspend instead of cast

Error crashing my client

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Octgn.Networking.Handler.CreateCardAt(Int32[] id, UInt64[] key, Guid[] modelId, Int32[] x, Int32[] y, Boolean faceUp, Boolean persist) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Networking\ClientHandler.cs:line 300
at Octgn.Networking.BinaryParser.Parse(Byte[] data) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Networking\BinaryParser.cs:line 238
at Octgn.Networking.Handler.ReceiveMessage(Byte[] data) in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\Networking\ClientHandler.cs:line 31
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at System.Threading.ExecutionContext.runTryCode(Object userData)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run()
at Octgn.OctgnApp.Main() in c:\Program Files (x86)\Jenkins\workspace\OCTGN-Release\octgnFX\Octgn\obj\Release\App.g.cs:line 0

Foil calculations not taken into account for sealed packs.

Hi Brine,

I know its a tiny percentage but my brain can't help it .

I've done the math and applied the results via the set editor.

https://www.dropbox.com/s/fm93n7slpj6ii25/Magic%20the%20gathering%20foil%20calculator.xlsx

https://www.dropbox.com/s/ps8ffvjx04z7npw/Avacyn%20Restored%20-%20Foils%20Calculated.o8s

If someone could doble check the math (relatively simple) and then we could apply an even more accurate representation of the card distribution for sealed games.

Regards,
T_A_B

Issues I've noticed since octgn 3.0.1.2

Howdy, first I am not 100% if these bugs go here or elsewhere.

  1. If someone scoops, then someone hits reset, octgn crashes
  2. I took control of a creature, tried to clear the attack line around the card, and got an error about something in the python code (wish I saved what it said now I think about it).
  3. octgn won't save my password lol

Autoalign/-resolve bug.

I know you're reworking that whole area anyway, but the new Octgn (3.0.1) actually gave me an error message to the problem that I've been having, so I figured I'd post it just in case. This is about the problem where autoalign simply stops working for no apparent reason and then picks up again after a scoop. This only happens for one player at a time.

----Python Error----
Traceback (most recent call last):
SystemError: Type 'System.Reflection.Emit.DynamicMethod+RTDynamicMethod' in assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' is not marked as serializable.
play(Card(65556))

----End Error----

Since this error message started showing up with new Octgn, I can't even be sure it's a game def problem, but I always used to think it was, so I figured I'd show it here.

Anyway, great job overall and good luck implementing miracles.

Problem when attaching an enchantment to a creature you dont controll

when i attach an enchantment to a creature i dont controll, for exaple pacifism, and when another creature comes into play into that opponent's controll, my enchantment wont be attached to that creature anyomore, and stays on the middle of the battlefield attached to whatever lays there.

Looking at Library cards, Face-down.

Whenever I 'look at top X cards' or 'look at all cards' in my library they all show the generic MTG backing.
If I hover over the card I get the hi-rez art to show, but still can't browse through the deck very easily.
Dragging a card from one of these windows to the battlefield causes card to be face-up on the battlefield like normal.
Dragging a card onto the battlefield from one of these windows face down causes it to be face down as It should, but flipping this card to its face-up position doesn't change the 'face-down' texture, I still just see a card back. My opponent reacted to the card, so I assume he or she was able to see what it was.

Thanks a bunch

Octgn v.3.0.1.10
MtG v.3.0.8

Flooded Strand (Onslaught) activated ability does not deduct 1 life

The card's other activated ability (move to graveyard) works though. The other 4 cards in the set with identical functionality all work properly (Polluted Delta, Windswept Heath, Bloodstained Mire, Wooded Foothills).

Here is the text that pops up, you'll notice that Flooded Strand is missing the life -1 part.

Flooded Strand:

  1. {'tapped': [''], 'moveto': ['graveyard']}
    --> {": ['']}

Polluted Delta:

  1. {'tapped': [''], 'life': ['-1'], 'moveto': ['graveyard']}
    --> {": ['']}

-jkatz (splat)

Move Card to Hand from Graveyard error (v3.0.10)

When I try to do this, a Python error is thrown:

----Python Error----
Traceback (most recent call last):
TypeError: Value cannot be null.
tohand(Card(65558))

----End Error----

It seems to be reliably reproducible, it happened in multiple games for me.

btw I am 'splat' from the gamersjudgement forum.

Unable to patch?

When I tried to patch the set files OCTGN gave me access denied error.

Error while patching: C:\Users\xdaft\Documents\Octgn\Games\a6c8d2e8-7cd8-11dd-8f94-e62b56d89593\Sets\Alara Reborn.o8s
Details: Access to the path 'C:\Users\xdaft\Documents\Octgn\Games\a6c8d2e8-7cd8-11dd-8f94-e62b56d89593\Sets\Alara Reborn.o8s' is denied.

and etc for the other sets. Any ideas? Tried runnning as Admin.

Couple of Issues

So far I'm very impressed with this, as a new player.. But I came across two things today, one of which I'm not sure If I'm just handling wrong, or what..

  1. Planes Walkers - Come into the game with Loyalty Points as they should, but I'm not seeing a way to remove them when abilities are activated.
  2. I moused over a card that I didn't have (I thought I had them all, but apparently not) and got this error:

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileFormatException: File contains corrupted data.
at MS.Internal.IO.Zip.ZipIOEndOfCentralDirectoryBlock.FindPosition(Stream archiveStream)
at MS.Internal.IO.Zip.ZipIOBlockManager.LoadEndOfCentralDirectoryBlock()
at MS.Internal.IO.Zip.ZipArchive.OpenOnStream(Stream stream, FileMode mode, FileAccess access, Boolean streaming)
at System.IO.Packaging.ZipPackage..ctor(Stream s, FileMode mode, FileAccess access, Boolean streaming)
at System.IO.Packaging.Package.Open(Stream stream, FileMode packageMode, FileAccess packageAccess, Boolean streaming)
at System.IO.Packaging.PackWebResponse.GetResponseStream()
at System.IO.Packaging.PackWebResponse.get_ContentType()
at System.Windows.Media.Imaging.BitmapDecoder.SetupDecoderFromUriOrStream(Uri uri, Stream stream, BitmapCacheOption cacheOption, Guid& clsId, Boolean& isOriginalWritable, Stream& uriStream, UnmanagedMemoryStream& unmanagedMemoryStream, SafeFileHandle& safeFilehandle)
at System.Windows.Media.Imaging.BitmapDecoder.CreateFromUriOrStream(Uri baseUri, Uri uri, Stream stream, BitmapCreateOptions createOptions, BitmapCacheOption cacheOption, RequestCachePolicy uriCachePolicy, Boolean insertInDecoderCache)
at System.Windows.Media.Imaging.BitmapImage.FinalizeCreation()
at System.Windows.Media.Imaging.BitmapImage..ctor(Uri uriSource)
at Octgn.Play.Card.GetBitmapImage(Boolean up) in c:\server\OCTGN\octgnFX\Octgn\Play\Card.cs:line 423
at Octgn.Play.PlayWindow.CardHovered(Object sender, CardEventArgs e) in c:\server\OCTGN\octgnFX\Octgn\Play\PlayWindow.xaml.cs:line 471
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle._InvokeMethodFast(IRuntimeMethodInfo method, Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeType typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Windows.RoutedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at Octgn.Play.Gui.CardControl.OnPropertyChanged(DependencyPropertyChangedEventArgs e) in c:\server\OCTGN\octgnFX\Octgn\Play\Gui\CardControl.xaml.cs:line 799
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction) at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction)
at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction) at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction)
at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction) at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction)
at System.Windows.ReverseInheritProperty.FirePropertyChangeInAncestry(DependencyObject element, Boolean oldValue, DeferredElementTreeState treeState, Action2 originChangedAction) at System.Windows.ReverseInheritProperty.OnOriginValueChanged(DependencyObject oldOrigin, DependencyObject newOrigin, IList1 otherOrigins, DeferredElementTreeState& oldTreeState, Action`2 originChangedAction)
at System.Windows.ReverseInheritProperty.OnOriginValueChanged(DependencyObject oldOrigin, DependencyObject newOrigin, DeferredElementTreeState& oldTreeState)
at System.Windows.Input.MouseDevice.ChangeMouseOver(IInputElement mouseOver, Int32 timestamp)
at System.Windows.Input.MouseDevice.PreNotifyInput(Object sender, NotifyInputEventArgs e)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.WrappedInvoke(Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Application.RunInternal(Window window)
at System.Windows.Application.Run()
at Octgn.OctgnApp.Main() in c:\server\OCTGN\octgnFX\Octgn\obj\Release\App.g.cs:line 0

Split cards visualization problem in editor

In editor, split cards such as dragon's maze's cards with fuse (or the ones in planar chaos like rough//tumble) show the xml code $#xD;$#xA//$#xD;$#xA instead of simply showing the characters //, in various fields (cmc, mana cost, color, rules).

Feature suggestions

Just some feature suggestions.

Deck Editor:

Need to be able to filter by play type (Standard, Modern, Legacy, Pauper, etc.)

Play:

Is there multiplayer support for Emperor or Two-headed Giant games? IF not would be nice.
Is there a way to move the stack box? Can we get it to where we can pick and choose which scripts to disable and which we want to use?

I like this program and want to offer my input as best I can to help improve upon it. Great job so far!

Opinion

I just recently switched over from MWS to using this. Going to use my powers of persuasion to start bringing more players to the OCTGN fan base. Would love to get a league going similar to www.magic-league.com with this program. Rating system, tournaments (points / points and prize). Would be willing to help organize this as well if I can find coders and designers to work on a website to support this. If we can get a rating systems site to use specifically for MTG on OCTGN the game will garner much more attention and in turn more donations.

whats going on with the servers?

sorry for bothering again, but servers seem to be very unstable this 2 last days, sometimes i cant join for several minutes, sometimes cant host, or game goes down. Can you fix or try to figure out the problem? Regards

Reconnect/Remove Option

Is there a way that we can pause the game, or in multiplayer, remove a player from a game after X time if they disconnect? It's rather disheartening to get midway - 3/4ths through a Multiplayer game, only to have a person disconnect, and force the game to essentailly scrap.. or am I missing something?

A few MTG issues involving Lands, Resetting the game, and the Stack.

In playing games of EDH since the big overhaul update I've noticed a few issues that may have been addressed but just want to make sure.

First thing I noticed is the new font text in game is too large, it's not the biggest of deals, but when things are going by too fast with multiple players, the text line goes flying up and it's hard to find it again, where as if it were smaller you'd be able to see it better before it went too far up.

Second thing is when you have 2 sided table on and play a land, it goes into the stack(having to be double clicked) where it used to just go straight down as lands are not spells, then when you double click them, they all ETB tapped, even basic lands.

Third thing I noticed was that if you reset the game, it may have some glitch where it doesn't allow you to load a new deck. I as the host was able to load a new deck, but the other player in my game wasn't able to and we had to rehost.

Finally, cards that have "Enter the battlefield" effects, when you cast them they go onto the stack, then you double click them and no ETB effect hits the stack. I'm not sure if this was an intentional thing or not, but it was a great feature in my opinion so it seems like it may be accidently left out.

If any of these or all of these have been brought up then sorry about this but just wanted to bring it to your attention if it hasn't been.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.