[fixed/closed]Suppression Field
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[fixed/closed]Suppression Field
by stassy » 05 Dec 2013, 12:53
Describe the Bug:
Suppression Field seems to only work on creature activated ability or land ability, not enchantment nor special effect like Cycling
Which card did behave improperly ?
Suppression Field
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PTT
What exactly should be the correct behavior/interaction ?
Suppression Field work all activated abilities
Are any other cards possibly affected by this bug ?
-




Tested also successfully on Academy Ruins
Suppression Field seems to only work on creature activated ability or land ability, not enchantment nor special effect like Cycling
Which card did behave improperly ?
Suppression Field
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PTT
What exactly should be the correct behavior/interaction ?
Suppression Field work all activated abilities
Are any other cards possibly affected by this bug ?
-




Tested also successfully on Academy Ruins
Last edited by BAgate on 12 Oct 2014, 07:34, edited 5 times in total.
Reason: closed
Reason: closed
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Re: Suppression Field
by Korath » 05 Dec 2013, 13:25
The way activated ability cost modifiers are coded, they need to be fixed for each individual card the added cost isn't applied to, and won't work with asm-coded cards like Holy Armor.
Though, looking at Gloom, it seems it could've been done by just having the source cards respond to EVENT_MODIFY_AB_COST_GL:
Though, looking at Gloom, it seems it could've been done by just having the source cards respond to EVENT_MODIFY_AB_COST_GL:
- Code: Select all
int card_gloom(int player, int card, event_t event)
{
if (event == EVENT_MODIFY_COST_GLOBAL)
{
int color = get_color(affected_card_controller, affected_card);
if (color & (1 << get_sleighted_color(player, card, COLOR_WHITE)))
COST_COLORLESS += 3;
}
if (event == EVENT_MODIFY_AB_COST_GL)
{
card_instance_t* aff_inst = get_card_instance(affected_card_controller, affected_card);
int color = get_color(affected_card_controller, affected_card);
if (color & (1 << get_sleighted_color(player, card, COLOR_WHITE))
&& (card_data_pointers[aff_inst->internal_card_id]->type & TYPE_ENCHANTMENT))
byte_55CF28 += 3;
}
if (event == EVENT_CAN_CAST)
return 1;
if ((event == EVENT_CAST_SPELL || event == EVENT_SHOULD_AI_PLAY)
&& affect_me(player, card))
{
int color = get_sleighted_color(player, card, COLOR_WHITE);
ai_modifier += 12 * (1 + landsofcolor_controlled[1-player][color] - 2 * landsofcolor_controlled[player][color]);
}
return 0;
}
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Re: Suppression Field
by Aswan jaguar » 05 Dec 2013, 14:59
korath about Gloom the activated abilities part doesn't work even with original cards.It got broken at a point maybe as early as Manalink 1.32 was out.In Shandalar though it works as intended.
We had this discussion 2 years ago and Stassy finally found that it works in Shandalar:
viewtopic.php?f=86&t=7131&p=89562&hilit=Gloom#p89562
I don't know if this post from Xenias in development todo forum helps:
viewtopic.php?f=56&t=11152&p=128884&hilit=Gloom#p128884
We had this discussion 2 years ago and Stassy finally found that it works in Shandalar:
viewtopic.php?f=86&t=7131&p=89562&hilit=Gloom#p89562
I don't know if this post from Xenias in development todo forum helps:
viewtopic.php?f=56&t=11152&p=128884&hilit=Gloom#p128884
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Trying to squash some bugs and playtesting.
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Re: Suppression Field
by Korath » 05 Dec 2013, 18:10
Hrm. EVENT_MODIFY_AB_COST doesn't actually get dispatched anywhere that I can find, though the byte Gloom sets in response to it does get checked in all the right places. The Shandalar version (at least, the Shandalar.exe that's been included in recent patches) of Gloom sets the variable Xenias mentions in EVENT_COUNT_MANA, and the original enchantments check for it in their card functions.
In any case, will need to know specific card names the current implementation doesn't work with in order to fix them.
In any case, will need to know specific card names the current implementation doesn't work with in order to fix them.
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Re: Suppression Field
by Aswan jaguar » 05 Dec 2013, 18:44
Of course you mean White Enchantments of the original game,right?
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Re: Suppression Field
by Korath » 05 Dec 2013, 19:44
I mean all enchantments of the original game that have activated abilities (though that isn't really very many). They need to to support Sleight of Mind.
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Re: Suppression Field
by Aswan jaguar » 07 Dec 2013, 07:47
Either I don't get what you mean or you didn't notice that Gloom is supposed to affect activated abilities of White enchantments only.
So reasonably it has to be tested against them.
TESTED :
DUEL Gloom - White Enchantments only (Original Microprose cards) it doesn't work with no original card
Anyway tested with all Original Enchantment cards that have activated abilities:
1- Blessing
2- Circle of Protection: Black
3- Circle of Protection: Blue
4- Circle of Protection: Green
5- Circle of Protection: Red
6- Circle of Protection: White
7- Circle of Protection: Artifacts
8- Deathgrip
9- Holy Armor
10- Flood
11- Firebreathing
12- Regeneration
13- Lifeforce
14- Greed
15- Greater Realm of Preservation
16- The Brute
17- Instill Energy
18- Pestilence
19- Gate to Phyrexia
There probably are more ASM coded Enchantment cards that were coded by Mok and Jatill (and haven't been recoded)which I didn't check but I don't expect them to work with Gloom either.
* Shandalar Gloom - White Enchantments ?
Or you mean to test Suppression Field which though has to be tested with any card with activated abilities from original game and not only Enchantments.
Suppression Field has been tested with all above cards so only Enchantments and it doesn't work either of course.
* Also do you want to check them in Shandalar,too (where at least Circle of Protection: Black is tested by Stassy and works with Gloom)?
I won't be able to do so as I am a novice in Shandalar and it will take me forever to test them there.If you want I will ask Stassy or anyone else familiar with Shandalar to help.
So reasonably it has to be tested against them.
TESTED :
DUEL Gloom - White Enchantments only (Original Microprose cards) it doesn't work with no original card
Anyway tested with all Original Enchantment cards that have activated abilities:
1- Blessing
2- Circle of Protection: Black
3- Circle of Protection: Blue
4- Circle of Protection: Green
5- Circle of Protection: Red
6- Circle of Protection: White
7- Circle of Protection: Artifacts
8- Deathgrip
9- Holy Armor
10- Flood
11- Firebreathing
12- Regeneration
13- Lifeforce
14- Greed
15- Greater Realm of Preservation
16- The Brute
17- Instill Energy
18- Pestilence
19- Gate to Phyrexia
There probably are more ASM coded Enchantment cards that were coded by Mok and Jatill (and haven't been recoded)which I didn't check but I don't expect them to work with Gloom either.
* Shandalar Gloom - White Enchantments ?
Or you mean to test Suppression Field which though has to be tested with any card with activated abilities from original game and not only Enchantments.
Suppression Field has been tested with all above cards so only Enchantments and it doesn't work either of course.
* Also do you want to check them in Shandalar,too (where at least Circle of Protection: Black is tested by Stassy and works with Gloom)?
I won't be able to do so as I am a novice in Shandalar and it will take me forever to test them there.If you want I will ask Stassy or anyone else familiar with Shandalar to help.
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Trying to squash some bugs and playtesting.
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Re: [new info-list submitted]Suppression Field
by Korath » 07 Dec 2013, 13:08
What I meant is that e.g. Firebreathing has to look at these variables because someone might cast Sleight of Mind on Gloom to change it to affect red enchantments instead of white ones.
There's no point testing them in Shandalar; if they're broken there they're not going to get fixed. If Shandalar ever gets further development, it'll be by moving its adventure mode into Manalink, not by working on it directly.
The list I need is for the originally-reported bug - individual cards with nonmana activated abilities whose cost Suppression Field* doesn't affect; and whether they're enchantments or not won't have any impact at all on whether they're affected or not. I don't think it's a good use of tester time to specifically look for nonworking cards, but we'll certainly fix any that happen to get noticed in passing.
We already know that none of the exe or asm-coded cards will work with these effects, so there's no need to report them.
*Or Power Artifact, Training Grounds, or Heartstone, which all share its code.
There's no point testing them in Shandalar; if they're broken there they're not going to get fixed. If Shandalar ever gets further development, it'll be by moving its adventure mode into Manalink, not by working on it directly.
The list I need is for the originally-reported bug - individual cards with nonmana activated abilities whose cost Suppression Field* doesn't affect; and whether they're enchantments or not won't have any impact at all on whether they're affected or not. I don't think it's a good use of tester time to specifically look for nonworking cards, but we'll certainly fix any that happen to get noticed in passing.
We already know that none of the exe or asm-coded cards will work with these effects, so there's no need to report them.
*Or Power Artifact, Training Grounds, or Heartstone, which all share its code.
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Re: [new info-list submitted]Suppression Field
by Gargaroz » 09 Dec 2013, 02:34
For now, I've fixed the interaction of "Cycling" and related abilities with Suppression Field.
----
- 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: [part fixed - part need info]Suppression Field
by Gargaroz » 02 Jun 2014, 14:00
Well, all the rest of the ASM coded cards with this problems are now recoded and waiting to be inserted at some point in the future, so we could consider this fixed.
----
- 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
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