[Fixed] Bug Archive
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Re: Spawnsire of Ulamog
by Gargaroz » 20 Jun 2013, 15:01
Fixed.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Lightmine Field
by Gargaroz » 20 Jun 2013, 15:11
Fixed.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [confirmed]Emrakul, the Aeons Torn + Legend Rule
by Gargaroz » 20 Jun 2013, 15:15
Yup, it's the "cannot be counterd" part. Fixed.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Flurry of Wings
by Gargaroz » 20 Jun 2013, 15:19
Added code for Bird Soldier token that was left out. Fixed.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Desert
by Gargaroz » 20 Jun 2013, 15:28
The probalem is that I have no idea how "the end of combat step" works in Manalink, so I cannot fix this... 

----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Desert
by gmzombie » 20 Jun 2013, 16:14
Hmm thinking about this a second when you code a card do you have to specify the pointer address of a certain phase if needed and if so do u know those pointer addresses maybe we can single out these phases and figure out how it works and recode. I could probably get a pseudo C if it might help. Maybe korath could check this? Dunno just thinking outloud
can I maze of ith your snowstorm?
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Desert
by Korath » 20 Jun 2013, 18:07
Desert's calling a lot of functions and inspecting a lot of variables which haven't been reverse-engineered. Fully understanding it won't be trivial. What you're seeing is that the AI is choosing to activate the desert, then cancelling when it's deciding on its target, right?
The end-of-combat step looks straightforward but not especially relevant. A cleaned-up decompilation of Desert's legacy card function looks like:
The end-of-combat step looks straightforward but not especially relevant. A cleaned-up decompilation of Desert's legacy card function looks like:
- Code: Select all
//----- (00457720) --------------------------------------------------------
int __usercall _LEGACY_EFFECT_DESERT<eax>(int a1<edi>, int a2<esi>, int player, int card, signed int event)
{
if ((_TRIGGER_CONDITION == TRIGGER_END_COMBAT || event == EVENT_SHOULD_AI_PLAY)
&& card == _AFFECTED_CARD && player == _AFFECTED_CARD_CONTROLLER)
{
if (event == EVENT_TRIGGER)
_EVENT_RESULT |= 2;
if (event == EVENT_RESOLVE_TRIGGER || event == EVENT_SHOULD_AI_PLAY)
{
card_instance_t* instance =_GET_CARD_INSTANCE_EXE(player, card);
if (instance->damage_target_player != -1)
_DAMAGE_CREATURE(instance->damage_target_player, instance->damage_target_card, 1, instance->damage_source_player, instance->damage_source_card);
_KILL_CARD(player, card, KILL_BURY);
}
}
}
}
return 0;
}
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Re: Miracle X
by HarlequinCasts » 20 Jun 2013, 22:14
This reminds me, when I've been playing a MUD/Stax deck occasionally I notice that Chalice of the Void will ask you to pay XX two times. Inevitably I pay the correct amount the first time, and then have no mana left for the second so it comes onto the battlefield with XX = 0.
I'll try to reproduce that later if it could be related.
I'll try to reproduce that later if it could be related.
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Re: Desert
by HarlequinCasts » 20 Jun 2013, 22:27
I'm curious about this too... The times that it has come up, I have never been able to successfully active my own desert against an attacker.Gargaroz wrote:The probalem is that I have no idea how "the end of combat step" works in Manalink, so I cannot fix this...
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[fixed by Gargaroz]Chalice of the Void + Mishra's Workshop
by HarlequinCasts » 20 Jun 2013, 22:48
Describe the Bug:
You cannot pay for Chalice of the Void 's XX mana cost using artifact mana from Mishra's Workshop. I also found this was true with all other X CMC artifacts.
Which card did behave improperly ?
Either all X artifacts are wrong or the game cannot distinguish if X is being spent on an artifact or not.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
Duel
What exactly should be the correct behavior/interaction ?
You should be allowed to pay for Chalice of the Void using artifact mana from Mishra's Workshop
Are any other cards possibly affected by this bug ?
Also verified this problem exists for the following cards:
Chalice of the Void
Chimeric Mass
Engineered Explosives (It wouldnt do much but you should be able to spend artifact mana on it)
Orochi Hatchery
Sigil of Distinction
(Incidentally I don't know how to get the text "Mishra's Workshop" to correctly display a card here. I assume you have to escape the apostrophe somehow.)
You cannot pay for Chalice of the Void 's XX mana cost using artifact mana from Mishra's Workshop. I also found this was true with all other X CMC artifacts.
Which card did behave improperly ?
Either all X artifacts are wrong or the game cannot distinguish if X is being spent on an artifact or not.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
Duel
What exactly should be the correct behavior/interaction ?
You should be allowed to pay for Chalice of the Void using artifact mana from Mishra's Workshop
Are any other cards possibly affected by this bug ?
Also verified this problem exists for the following cards:
Chalice of the Void
Chimeric Mass
Engineered Explosives (It wouldnt do much but you should be able to spend artifact mana on it)
Orochi Hatchery
Sigil of Distinction
(Incidentally I don't know how to get the text "Mishra's Workshop" to correctly display a card here. I assume you have to escape the apostrophe somehow.)
- Attachments
-
chalice mishra.zip
- Save game with all X artifacts and Workshops
- (1.81 KiB) Downloaded 471 times
Last edited by stassy on 22 Jun 2013, 03:19, edited 3 times in total.
Reason: bug fixed
Reason: bug fixed
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[fixed by Gargaroz]Grim Monolith + Basalt Monolith
by HarlequinCasts » 21 Jun 2013, 01:11
Describe the Bug:
Grim Monolith and Basalt Monolith do not always tap when they produce mana for a spell you are casting. Specifically I mean when your auto-tapping land sources are tapped out, and you double click on a spell in your hand you can afford. You are prompted to tap the required amount, and clicking either Basalt Monolith or Grim Monolith will let you cast the spell without tapping either.
They always work fine if you tap them first and pool your mana. The problem only sometimes occurs when you cast by doubling click from your hand.
In the attached screen shot, I played Grim Monolith using Mishra's Workshop during first main phase. Advanced to second main phase to empty my mana pool. And then double clicked Basalt Monolith in my hand, clicking on Grim Monolith to pay for it. As you can see, Grim Monolith did not tap.
The save file also has all this set up to test.
Which card did behave improperly ?
Basalt Monolith and Grim Monolith
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
Duel
What exactly should be the correct behavior/interaction ?
They should tap while producing mana.
Are any other cards possibly affected by this bug ?
I would have thought any mana artifacts that do not untap would be affected, but I can not reproduce the same problem using Mana Vault.
Grim Monolith and Basalt Monolith do not always tap when they produce mana for a spell you are casting. Specifically I mean when your auto-tapping land sources are tapped out, and you double click on a spell in your hand you can afford. You are prompted to tap the required amount, and clicking either Basalt Monolith or Grim Monolith will let you cast the spell without tapping either.
They always work fine if you tap them first and pool your mana. The problem only sometimes occurs when you cast by doubling click from your hand.
In the attached screen shot, I played Grim Monolith using Mishra's Workshop during first main phase. Advanced to second main phase to empty my mana pool. And then double clicked Basalt Monolith in my hand, clicking on Grim Monolith to pay for it. As you can see, Grim Monolith did not tap.
The save file also has all this set up to test.
Which card did behave improperly ?
Basalt Monolith and Grim Monolith
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
Duel
What exactly should be the correct behavior/interaction ?
They should tap while producing mana.
Are any other cards possibly affected by this bug ?
I would have thought any mana artifacts that do not untap would be affected, but I can not reproduce the same problem using Mana Vault.
- Attachments
-
grim basalt.zip
- Grim Basalt Monolith testing game
- (1.61 KiB) Downloaded 466 times
Last edited by stassy on 21 Jun 2013, 12:25, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
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[fixed by Gargaroz]Fist of Suns
by HarlequinCasts » 21 Jun 2013, 01:29
Describe the Bug:
Activating Fist of Suns causes the game to crash.
The attached replay has this all set up. Cast Channel the Suns to get WUBRG, activate Fist of Suns, and try to cast Emrakul, the Aeons Torn.
Which card did behave improperly ?
Fist of Suns
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
Duel
What exactly should be the correct behavior/interaction ?
Pay WUBRG as an alternate casting cost for any spell in your hand.
Are any other cards possibly affected by this bug ?
NA
Activating Fist of Suns causes the game to crash.
The attached replay has this all set up. Cast Channel the Suns to get WUBRG, activate Fist of Suns, and try to cast Emrakul, the Aeons Torn.
Which card did behave improperly ?
Fist of Suns
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2
Duel
What exactly should be the correct behavior/interaction ?
Pay WUBRG as an alternate casting cost for any spell in your hand.
Are any other cards possibly affected by this bug ?
NA
- Attachments
-
Fist of Suns.zip
- Fist of Suns game crash save
- (2.1 KiB) Downloaded 390 times
Last edited by stassy on 21 Jun 2013, 12:23, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
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[fixed by Gargaroz]Quirion Ranger
by Aquillion » 21 Jun 2013, 04:45
Describe the Bug:
The AI appears to hang when trying to use Quirion Ranger in response to a spell I cast (which it does for any spell I cast.) I'm not totally sure that's the problem (it's hard to diagnose a hang that appears out of nowhere), but I noticed it was behaving slightly oddly with Quirion Ranger during its turn, and it hangs if I try to do anything during mine; and a Quirion Ranger just came into play.
More importantly, debug-burying the Quirion Ranger or the opponent's last remaining forest (necessary to activate Quirion Ranger) prevents it from hanging.
Anyway, I've attached a save. Casting any spell during my turn makes the game hang.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink June 2013 : the Prophecy of Dragon's Maze Nemesis V2, from this thread.
Sealed deck.
What exactly should be the correct behavior/interaction ?
Well, it shouldn't hang.
Are any other cards possibly affected by this bug ?
Possibly other cards that return things to your hand as part of their activation cost?
The AI appears to hang when trying to use Quirion Ranger in response to a spell I cast (which it does for any spell I cast.) I'm not totally sure that's the problem (it's hard to diagnose a hang that appears out of nowhere), but I noticed it was behaving slightly oddly with Quirion Ranger during its turn, and it hangs if I try to do anything during mine; and a Quirion Ranger just came into play.
More importantly, debug-burying the Quirion Ranger or the opponent's last remaining forest (necessary to activate Quirion Ranger) prevents it from hanging.
Anyway, I've attached a save. Casting any spell during my turn makes the game hang.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink June 2013 : the Prophecy of Dragon's Maze Nemesis V2, from this thread.
Sealed deck.
What exactly should be the correct behavior/interaction ?
Well, it shouldn't hang.
Are any other cards possibly affected by this bug ?
Possibly other cards that return things to your hand as part of their activation cost?
- Attachments
-
quirion ranger hang.zip
- (25.34 KiB) Downloaded 354 times
Last edited by stassy on 21 Jun 2013, 12:23, edited 1 time in total.
Reason: bug fixed
Reason: bug fixed
[fixed by Gargaroz]All Cluestone
by Aquillion » 21 Jun 2013, 04:49
Describe the Bug:
It seems that it's impossible to use the abilities of an Izzit Cluestone on the turn it comes into play; in other words, it suffers from summoning sickness. It shouldn't, of course, since it's a non-creature artifact.
I would assume the other cluestones are similarly affected.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink June 2013 : the Prophecy of Dragon's Maze Nemesis V2, from this thread.
Sealed deck.
What exactly should be the correct behavior/interaction ?
Izzit Cluestone should be usable and sacrificeable on the turn it comes into play.
Are any other cards possibly affected by this bug ?
The other cluestones, presumably.
It seems that it's impossible to use the abilities of an Izzit Cluestone on the turn it comes into play; in other words, it suffers from summoning sickness. It shouldn't, of course, since it's a non-creature artifact.
I would assume the other cluestones are similarly affected.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink June 2013 : the Prophecy of Dragon's Maze Nemesis V2, from this thread.
Sealed deck.
What exactly should be the correct behavior/interaction ?
Izzit Cluestone should be usable and sacrificeable on the turn it comes into play.
Are any other cards possibly affected by this bug ?
The other cluestones, presumably.
- Attachments
-
Izzit cluestone has summoning sickness.zip
- (24.54 KiB) Downloaded 373 times
Last edited by stassy on 21 Jun 2013, 12:23, edited 2 times in total.
Reason: bug fixed
Reason: bug fixed
Re: Chalice of the Void + Mishra's Workshop
by stassy » 21 Jun 2013, 05:09
I can't seems to find an exact answer in the forums but if I remember well there was this issue with artifact X and artifact mana only, so it might be a very old issue (there are still the known colored artifact issue but this is not our case) aka hardcoded is hardcoded.
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