Manalink Update June 2 2009 - The race to 2000
The latest Manalink updates are posted here.
PLEASE DO NOT BUMP OLD UPDATES!
PLEASE DO NOT BUMP OLD UPDATES!
Moderators: jatill, Salbei, stassy, CCGHQ Admins
Re: Manalink Update June 2 2009 - The race to 2000
by jatill » 05 Jun 2009, 14:48
This is the part I don't know how to do. As far as I know, there is no way the game indicates globally that an ability has resolved. For spells, there is an event called ' TRIGGER_SPELL_CAST' that lets me know a spell was played. I don't know of any such trigger for abilities.Salbei wrote:
whenever effect on stack resolves from player1(you) //if you play a spell/ability and it resolves
set last_sa_owned=1 //the last resolved spell/ability is set to 1 (player)
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Manalink Update June 2 2009 - The race to 2000
by mathusalem » 05 Jun 2009, 15:08
Ok, Ive added the two images to my graphic update. link below. I will wait a bit to be sure of what's in the last slots and I will re-upload a fresh complete archive. so for our new guests who have missing images, make sure you download the two archives posted on the 1st page of the graphic update sticky and if something is missing......don't panic.
http://rapidshare.com/files/241141050/CardArtNew_.rar
http://rapidshare.com/files/241141050/CardArtNew_.rar
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Re: Manalink Update June 2 2009 - The race to 2000
by Salbei » 05 Jun 2009, 15:18
typedef enum
{
EVENT_DRAW_PHASE = 0x0A,
EVENT_DECLARE_ATTACKERS = 0x15,
EVENT_MAX_HAND_SIZE = 0x1F,
EVENT_CLEANUP = 0x22,
EVENT_POWER = 0x32,
EVENT_TOUGHNESS = 0x33,
EVENT_ABILITIES = 0x34,
EVENT_SET_COLOR = 0x36,
EVENT_CAST_SPELL = 0x6C,
EVENT_ACTIVATE = 0x6D,
EVENT_RESOLVE_SPELL = 0x71,
EVENT_RESOLVE_ACTIVATION = 0x72,
EVENT_CAN_ACTIVATE = 0x73,
EVENT_CAN_CAST = 0x74,
EVENT_GRAVEYARD_FROM_PLAY = 0x77,
EVENT_BLOCK_LEGALITY = 0x78,
EVENT_TRIGGER = 0x7D,
EVENT_RESOLVE_TRIGGER = 0x7E,
EVENT_COUNT_MANA = 0x7F,
EVENT_TAP_CARD = 0x81,
EVENT_UNTAP = 0x82,
EVENT_SETUP_UPKEEP_COSTS = 0x85,
EVENT_UPKEEP_COSTS_UNPAID = 0x86,
EVENT_MODIFY_COST_GLOBAL = 0xA2,
EVENT_MODIFY_COST = 0xA4,
EVENT_GRAVEYARD_ABILITY = 0xB0,
EVENT_CAN_ACTIVATE_FROM_HAND = 0xB1,
EVENT_ACTIVATE_FROM_HAND = 0xB2,
EVENT_REVOLVE_ACTIVATION_FROM_HAND = 0xB3,
} event_t;
straight from the source (manalink.h). dunno if that helps ,guess i´m just an idiot again xD
---
whow that was fast with the new pics
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Re: Manalink Update June 2 2009 - The race to 2000
by drekonja » 05 Jun 2009, 19:58
Since I'm new here I'd like to ask jatill a thing. To install all these updates, I need to install only the latest one, or everything separately? And I just copy it in Magic folder? Do I require also anything else that Manalink 2.0?
I hope these updates don't screw the multiplayer, I had several issues with it and it was hard to make it all work for multiplayer, from that compatibility toolkit to those no text issues.
I hope these updates don't screw the multiplayer, I had several issues with it and it was hard to make it all work for multiplayer, from that compatibility toolkit to those no text issues.
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Re: Manalink Update June 2 2009 - The race to 2000
by Zeek » 05 Jun 2009, 22:42
Okay, it's not a completely new issue, but I've had this pop up two duels in a row using some newer cards, so I'll post the bug here.

For those who don't pick up on it immediately, the deck combo is to use Exploration, Crucible of Worlds, and either Strip Mine or Barbarian Ring to continuously either destroy opposing lands or shock the opponent. However, the problem you'll notice is that sometimes damage kinda...hangs, for lack of a better word. Life payment or gain will take immediate effect, but the damage will just sit there and eventuall resolve in one big batch on both players. Any idea why this is? It hasn't made any serious problems in gameplay, but it's kinda weird and can get annoying when you're trying to calculate what life totals should be in a pinch.

For those who don't pick up on it immediately, the deck combo is to use Exploration, Crucible of Worlds, and either Strip Mine or Barbarian Ring to continuously either destroy opposing lands or shock the opponent. However, the problem you'll notice is that sometimes damage kinda...hangs, for lack of a better word. Life payment or gain will take immediate effect, but the damage will just sit there and eventuall resolve in one big batch on both players. Any idea why this is? It hasn't made any serious problems in gameplay, but it's kinda weird and can get annoying when you're trying to calculate what life totals should be in a pinch.
Re: Manalink Update June 2 2009 - The race to 2000
by gmzombie » 05 Jun 2009, 23:14
only thing i can think of is clicking the damage card. i think that will get rid of it
can I maze of ith your dog?
http://home.comcast.net/~gmzombie/index.html for all my things to upload for now on.
http://home.comcast.net/~gmzombie/index.html for all my things to upload for now on.
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Re: Manalink Update June 2 2009 - The race to 2000
by Zeek » 06 Jun 2009, 00:00
It doesn't.
However, it's happened enough for me to notice trends. Normally, if I'm using my Ring and Mine, it's on my main phase. Typically I'm holding counterspells, so it's constantly prompting me for interrupts, despite that I can't Counterspell my ability triggers. And a lot of times, damage done by my Ring during those main phases will hang like that, but if I wait and activate it on the opponent's discard phase, all damage will be resolved. Once, I had used the Ring once on an Onulet, which survived the turn and attacked, hitting me one last time before heading to the graveyard when the damage finally resolved.
That deck is pretty consistent, although I haven't tested it against any really fast, cheap decks like my Goblins. It's a lot of clicking though, and it's quite long even if it starts locking things down early. Still, kinda fun, and probably another deck the computer will be 100% unable to use effectively. I took one Crucible out for a Tinker, and now run a new card or two.
However, it's happened enough for me to notice trends. Normally, if I'm using my Ring and Mine, it's on my main phase. Typically I'm holding counterspells, so it's constantly prompting me for interrupts, despite that I can't Counterspell my ability triggers. And a lot of times, damage done by my Ring during those main phases will hang like that, but if I wait and activate it on the opponent's discard phase, all damage will be resolved. Once, I had used the Ring once on an Onulet, which survived the turn and attacked, hitting me one last time before heading to the graveyard when the damage finally resolved.
That deck is pretty consistent, although I haven't tested it against any really fast, cheap decks like my Goblins. It's a lot of clicking though, and it's quite long even if it starts locking things down early. Still, kinda fun, and probably another deck the computer will be 100% unable to use effectively. I took one Crucible out for a Tinker, and now run a new card or two.
Re: Manalink Update June 2 2009 - The race to 2000
by Topdeck » 06 Jun 2009, 00:29
Some great updates, and I love seeing key Vintage cards being implemented. I'm sad Darksteel Colossus didn't make the cut (didn't see it in the CSV), it's such a winner.
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Re: Manalink Update June 2 2009 - The race to 2000
by meesterhans » 06 Jun 2009, 09:47
Hallo again,
I still got a feeling I'm missing some kind of update... When I play draft I can choose cards that I can't 'see' in the bottem border of deckconstruction... I see them in the main window of deckconstruction, but I can't for instance duplicate them because there missing in de main card list... Card I'm missing for instance are; sneak attack, recurring nightmare...
Can somebody please say if this is right, or that I'm missing something....
THANK A MILLION!
Hans
I still got a feeling I'm missing some kind of update... When I play draft I can choose cards that I can't 'see' in the bottem border of deckconstruction... I see them in the main window of deckconstruction, but I can't for instance duplicate them because there missing in de main card list... Card I'm missing for instance are; sneak attack, recurring nightmare...
Can somebody please say if this is right, or that I'm missing something....
THANK A MILLION!
Hans
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Re: Manalink Update June 2 2009 - The race to 2000
by mathusalem » 06 Jun 2009, 10:45
Sneak attack and recurring nigthmare are not yet implemented, the are in the CSV and thay have images but they haven't been coded. you are experiencing a bug but you do not miss any update.
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Re: Manalink Update June 2 2009 - The race to 2000
by meesterhans » 06 Jun 2009, 11:54
THANKS!!!!!!!!!!
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Re: Manalink Update June 2 2009 - The race to 2000
by jayway23 » 07 Jun 2009, 14:31
You guys are great. Keeping this game alive. 

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Re: Manalink Update June 2 2009 - The race to 2000
by jatill » 08 Jun 2009, 12:11
http://www.savefile.com/files/1997761
Updates:
Removed the life gain bug from Cryptic Command
Added cards:
Squee
Genesis
Traumatize
Mental Note
Oath of Druids
Forbidden Orchard
Edit: Traumatize always mills cards = half your deck size. Will fix tomorrow.
Updates:
Removed the life gain bug from Cryptic Command
Added cards:
Squee
Genesis
Traumatize
Mental Note
Oath of Druids
Forbidden Orchard
Edit: Traumatize always mills cards = half your deck size. Will fix tomorrow.
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: Manalink Update June 2 2009 - The race to 2000
by meesterhans » 08 Jun 2009, 14:04
Squee IS my all ( old ) time favorite!!!
I was the only one who played the noob card 'squee's toy' from tempest just for the fun of it! And very happy to see squee in m&m
THANKS!!!
I was the only one who played the noob card 'squee's toy' from tempest just for the fun of it! And very happy to see squee in m&m
THANKS!!!
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Re: Manalink Update June 2 2009 - The race to 2000
by Blackblade » 08 Jun 2009, 14:45
Found bug when u try to play Braingeyser from graveyard over Yawgmoth's Will that spell will ask for some ridiculous mana price and then do nothing.
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