[fixed/closed]Ajani's Chosen
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[fixed/closed]Ajani's Chosen
by ozks » 26 Sep 2013, 20:39
Describe the Bug:
you can't attach an enchantment aura to the token (Test with Dragon Fangs)
Which card did behave improperly ?
Ajani's Chosen
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
OoAv1
What exactly should be the correct behavior/interaction
able to attach an aura to the token
Are any other cards possibly affected by this bug ?
NA
you can't attach an enchantment aura to the token (Test with Dragon Fangs)
Which card did behave improperly ?
Ajani's Chosen
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
OoAv1
What exactly should be the correct behavior/interaction
able to attach an aura to the token
Are any other cards possibly affected by this bug ?
NA
Last edited by BAgate on 18 Jan 2014, 11:34, edited 4 times in total.
Reason: closed
Reason: closed
Re: Ajani's Chosen
by Gargaroz » 27 Sep 2013, 00:09
That part was not coded as it's currently impossible, sorry 
----
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- 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: [uncodeable]Ajani's Chosen
by Korath » 27 Sep 2013, 11:05
Which part is impossible? I could see limiting it to auras that are enchanting creatures (and so we miss out on the handful of "Enchant permanent"s, "Enchant artifact"s, and "Enchant artifact or creature"s); but it seems pretty straightforward otherwise.
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Re: [uncodeable]Ajani's Chosen
by Gargaroz » 19 Oct 2013, 18:45
I mean, it's possible to move an enchantment from a target to another ? I always though it's impossible in Manalink. Also changing the targets of a spell already cast is possible ?
----
- 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: [uncodeable]Ajani's Chosen
by Korath » 19 Oct 2013, 21:34
The exe only uses damage_target_player/card to see what an aura is attached to. The C-coded ones mostly (all?) duplicate that into targets[0], so that should be changed too if it's equal to the original damage_target_player/card.
The problem with changing a spell's targets isn't that they can't be changed to any arbitrary card; it's that there's no way to know whether it's a legal target. Moving auras doesn't target, so that's not an issue.
The problem with changing a spell's targets isn't that they can't be changed to any arbitrary card; it's that there's no way to know whether it's a legal target. Moving auras doesn't target, so that's not an issue.
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Re: [uncodeable]Ajani's Chosen
by Gargaroz » 20 Oct 2013, 00:34
But simply changing damage_target_player/card does not automatically "moves" the aura from a permanent to another, the missing link (for me, at least) is knowing how to do that.
----
- 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: [uncodeable]Ajani's Chosen
by Korath » 20 Oct 2013, 02:17
...it does for me.
move_auras.jpg
I'm testing with- Code: Select all
int card_elvish_mystic(int player, int card, event_t event){
target_definition_t td_enchantment;
default_target_definition(player, card, &td_enchantment, TYPE_ENCHANTMENT);
target_definition_t td_creature;
default_target_definition(player, card, &td_creature, TYPE_CREATURE);
td_creature.illegal_abilities = 0;
if (event == EVENT_CAN_ACTIVATE)
return can_target(&td_enchantment);
card_instance_t* instance = get_card_instance(player, card);
if (event == EVENT_ACTIVATE){
instance->number_of_targets = 0;
return pick_target(&td_enchantment, "TARGET_ENCHANTMENT") && new_pick_target(&td_creature, "TARGET_CREATURE", 1, 1);
}
if (event == EVENT_RESOLVE_ACTIVATION){
if (valid_target(&td_enchantment) && validate_target(player, card, &td_creature, 1)){
card_instance_t* ench = get_card_instance(instance->targets[0].player, instance->targets[0].card);
if (ench->targets[0].player == ench->damage_target_player && ench->targets[0].card == ench->damage_target_card){
ench->targets[0].player = instance->targets[1].player;
ench->targets[0].card = instance->targets[1].card;
}
ench->damage_target_player = instance->targets[1].player;
ench->damage_target_card = instance->targets[1].card;
} else {
spell_fizzled = 1;
}
}
return 0;
}
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Re: [confirmed]Ajani's Chosen
by Gargaroz » 21 Oct 2013, 00:33
That's really strange, I remember Jatill tries to code something like this before and it didn't work. Well, it's just too great !
----
- 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]Ajani's Chosen
by stassy » 22 Oct 2013, 08:42
So...fixed? Dragon serie card doable? Gift of Immortality doable? 
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Re: [confirmed]Ajani's Chosen
by Korath » 22 Oct 2013, 12:00
Not fixed yet, though we've been experimenting.
Gift of Immortality's a bit of a different case; the exe forces you to pick a target when putting an aura into play without casting it. (Which is why Replenish and Open the Vaults and so on work.) The current implementation makes everything but the right creature untargetable while putting it into play, which works, but is a bit ugly; it might work to set damage_target_player/card before the call to put_into_play(), as with Animate Dead.
Which dragon cards do you mean?
Gift of Immortality's a bit of a different case; the exe forces you to pick a target when putting an aura into play without casting it. (Which is why Replenish and Open the Vaults and so on work.) The current implementation makes everything but the right creature untargetable while putting it into play, which works, but is a bit ugly; it might work to set damage_target_player/card before the call to put_into_play(), as with Animate Dead.
Which dragon cards do you mean?
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Re: [confirmed]Ajani's Chosen
by stassy » 23 Oct 2013, 05:13
Dragon Scales, Dragon Shadow, etc...those should be affected by the bug too
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Re: [confirmed]Ajani's Chosen
by Gargaroz » 28 Nov 2013, 16:36
Ability correctly implementated as 12bccbd
----
- 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
- Gargaroz
- Programmer
- Posts: 7095
- Joined: 06 Nov 2009, 11:11
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