Bug report
Write into Being -- causes the game to crash during selection "top or bottom"
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I haven't seen the code so at this point I can't say. Though it definitely doesn't sound right as you really shouldn't be linking data into an ObjectDC for this you should be using delayed triggers and granted abilities possibly using a LinkedDC(). Otherwise how are you going to support Soul Summons with say Regrowth and then recasting Soul Summons? Wouldn't that also screw things up by overwriting the data in the ObjectDC?Xander9009 wrote:Hey Riiak. Do you have any ideas on how to make Soul Summons work right if copied? At the moment, if I copy the spell, then the top card is manifested (by the copy), but it doesn't the ability to turn face up. This is because the ability is granted by Soul Summons and the data for the ability to show is stored in the objectDC of the now nonexistent copy.
The only thing I can think of to solve this is to make a manager token, but I'm not sure if that's necessary. Doing that way would hopefully just mean adding the card to a list which the manager token grants the relevant ability and then what happens to the original card that caused it to become manifested doesn't matter.
Actually, it always uses the next unused slot like you did for the ObjectDC functions as a whole with one major difference: I didn't include any ability to reuse older, now unneeded slots. When it manifests a card, it starts off by storing the card in RSN_ObjectDC():Set_CardPtr(RSN_ObjectDC():Count(), Card). (Actually, it's not RSN_ObjectDC() directly, but rather a subchest, but the idea is the same.) However, all of the information the manifested card needs is stored on that manifested card in an objectDC subchest. The manifester simply loops through its own subchest and constantly grants the manifest ability to all of the cards it manifested if they're still on the bttlefield face-down.RiiakShiNal wrote:I haven't seen the code so at this point I can't say. Though it definitely doesn't sound right as you really shouldn't be linking data into an ObjectDC for this you should be using delayed triggers and granted abilities possibly using a LinkedDC(). Otherwise how are you going to support Soul Summons with say Regrowth and then recasting Soul Summons? Wouldn't that also screw things up by overwriting the data in the ObjectDC?
Usually, "view" shows or does nothing, especially on the early turns.Xander9009 wrote:Also, I got the manifested card viewing workingWhen you activate a manifested card's ability, it'll look for any matching cards in your library, graveyard, hand, and battlefield (in that order) and show you the card if it finds one. Click finish (you can select the card but the selection is 100% irrelevant) and it'll turn face-up. Click cancel and it'll stay how it is. If it doesn't find a card, it'll display the name, types, subtypes, cost, power, and toughness and ask which to do. It actually works really well. It'll only have to use that backup for cards which only have one current copy across all your zones ('current' meaning it's not currently a copy of something else, which includes manifest and morph) or if you get an enemy's card (with Ghastly Conscription).
The updated version works fine.Kithkin wrote:Bug report
Write into Being -- causes the game to crash during selection "top or bottom"
Here is another one for Jeskai Infiltrator:Xander9009 wrote:For Jeskai Infiltrator, do you remember the circumstances? What it did to cause that error?The only thing I can see that might have caused it is if the library was empty. I forgot to check for that before referencing the top card. They'll all need that check added.
Well, not quite. Whenever I manifest a non-creature card, the game crashes. Manifesting a creature card is fine.Kithkin wrote:The updated version works fine.Kithkin wrote:Bug report
Write into Being -- causes the game to crash during selection "top or bottom"