[fixed/closed]Turntimber Ranger
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[fixed/closed]Turntimber Ranger
by triol » 19 Jun 2013, 16:47
Describe the Bug:
If I have 2 Turntimber Ranger that triggers at the same time, I only have the choice to put a Wolf the first time. The second Turntimber Ranger does the same as the first and doesn't gain a +1/+1 counter.
Which card did behave improperly ?
Turntimber Ranger
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PM v2, Duel
What exactly should be the correct behavior/interaction ?
When the 2nd Turntimber Ranger triggers I should have the choice whether I put a 2/2 Wolf token in play or not.
And if I choose to put one, I should put a +1/+1 counter on Turntimber Ranger.
If I have 2 Turntimber Ranger that triggers at the same time, I only have the choice to put a Wolf the first time. The second Turntimber Ranger does the same as the first and doesn't gain a +1/+1 counter.
Which card did behave improperly ?
Turntimber Ranger
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PM v2, Duel
What exactly should be the correct behavior/interaction ?
When the 2nd Turntimber Ranger triggers I should have the choice whether I put a 2/2 Wolf token in play or not.
And if I choose to put one, I should put a +1/+1 counter on Turntimber Ranger.
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Turntimber Ranger.rar- (1.91 KiB) Downloaded 101 times
Last edited by BAgate on 16 Jan 2014, 10:37, edited 5 times in total.
Reason: closed
Reason: closed
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Re: [confirmed]Turntimber Ranger
by stassy » 19 Jun 2013, 17:51
confirmed, in fact it will work normally only if you refuse to make a Wolf. If you do it, the next Turntimber Ranger to trigger will show you the pop up window, but in order to prevent the auto mode you have to refuse again to make a Wolf
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Re: [confirmed]2 Turntimber Ranger triggering at the same ti
by Korath » 01 Dec 2013, 15:22
Engine bug, conveniently located in a function recently translated into C for unrelated reasons, and fixed in 70a40dc.
The reason why you got enough wolves instead of just one is because there was a workaround specifically targeted at this bug in Turntimber Ranger; the first activation counted the number of Turntimber Rangers on the battlefield and added that many wolves. So if there are similar workarounds for other recursive triggers, they're going to blow up. A list of abilities looking like "Whenever [something] enters the battlefield, [do something that puts something else on the battlefield]" might let me catch some of these in dev.
Also updated nearly all of the Ally triggers in b51ab70, since they're (mostly) supposed to be optional and were all mandatory except for Turntimber Ranger and the ones requiring a target. Since most are also almost always beneficial, I made just about all of them mandatory again if you have duh mode on.
(Also, quite by accident, got about 75% of the way toward making trigger resolution separate from trigger announcement and respondable to while investigating this. It would still need an update to the code of every single card responding to triggers, though, which is a huge amount of work. But still, ooh, aah.)
The reason why you got enough wolves instead of just one is because there was a workaround specifically targeted at this bug in Turntimber Ranger; the first activation counted the number of Turntimber Rangers on the battlefield and added that many wolves. So if there are similar workarounds for other recursive triggers, they're going to blow up. A list of abilities looking like "Whenever [something] enters the battlefield, [do something that puts something else on the battlefield]" might let me catch some of these in dev.
Also updated nearly all of the Ally triggers in b51ab70, since they're (mostly) supposed to be optional and were all mandatory except for Turntimber Ranger and the ones requiring a target. Since most are also almost always beneficial, I made just about all of them mandatory again if you have duh mode on.
(Also, quite by accident, got about 75% of the way toward making trigger resolution separate from trigger announcement and respondable to while investigating this. It would still need an update to the code of every single card responding to triggers, though, which is a huge amount of work. But still, ooh, aah.)
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Re: [fixed - list needed]Turntimber Ranger
by Aswan jaguar » 03 Dec 2013, 15:38
Plus the Allies you did I found these putting tokens on:
1- Avenger of Zendikar,
2- Emeria Angel (is Landfall also relative)?
3- Rampaging Baloths
4- Wirewood Hivemaster
If you want also others that when entering put counters on something on the battlefield let me know.
Edit some more filtered:
5- Ajani's Chosen
6- Bramble Elemental
7- Dual Nature
8- Genesis Chamber
9- Grave Titan
10- Huntmaster of the Fells
11- Minion Reflector
12- Mirrorworks
13- Primeval Titan
14- Riku of Two Reflections
15- Seed the Land
16- Sporemound
17- Vinelasher Kudzu
18- Wild Pair
1- Avenger of Zendikar,
2- Emeria Angel (is Landfall also relative)?
3- Rampaging Baloths
4- Wirewood Hivemaster
If you want also others that when entering put counters on something on the battlefield let me know.
Edit some more filtered:
5- Ajani's Chosen
6- Bramble Elemental
7- Dual Nature
8- Genesis Chamber
9- Grave Titan
10- Huntmaster of the Fells
11- Minion Reflector
12- Mirrorworks
13- Primeval Titan
14- Riku of Two Reflections
15- Seed the Land
16- Sporemound
17- Vinelasher Kudzu
18- Wild Pair
Last edited by Aswan jaguar on 03 Dec 2013, 15:53, edited 1 time in total.
Reason: edit
Reason: edit
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [fixed - list needed]Turntimber Ranger
by Korath » 03 Dec 2013, 16:04
Yes, landfall uses the same trigger, so will need checking.
"Whenever [just this card] enters the battlefield" effects, like Grave Titan and Primeval Titan, should be ok. ("Whenever [this card or another X] enters the battlefield" might not be.)
Adding counters to cards shouldn't be an issue. If there's some effect somewhere that reads something like "Whenever a +1/+1 counter is put on [this card], put a [token] into play" it would have been broken, and is fairly likely to work now; but I very much doubt it had a workaround for this bug that'll need removing.
All the listed cards look ok. If there are other cards with a workaround in place, it's clearly the exception rather than the rule.
"Whenever [just this card] enters the battlefield" effects, like Grave Titan and Primeval Titan, should be ok. ("Whenever [this card or another X] enters the battlefield" might not be.)
Adding counters to cards shouldn't be an issue. If there's some effect somewhere that reads something like "Whenever a +1/+1 counter is put on [this card], put a [token] into play" it would have been broken, and is fairly likely to work now; but I very much doubt it had a workaround for this bug that'll need removing.
All the listed cards look ok. If there are other cards with a workaround in place, it's clearly the exception rather than the rule.
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Re: [confirmed]2 Turntimber Ranger triggering at the same ti
by gmzombie » 03 Dec 2013, 22:44
Korath is this what IM hoping it is which would enable desecration demon to work properly when this is Dall done?(Also, quite by accident, got about 75% of the way toward making trigger resolution separate from trigger announcement and respondable to while investigating this. It would still need an update to the code of every single card responding to , though, which is a huge amount of work. But still, ooh, aah.)

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: [fixed - list needed]Turntimber Ranger
by Korath » 04 Dec 2013, 08:51
Desecration Demon is completely unrelated; the exe doesn't dispatch an event at the right time for it. At the earliest opportunity we have to do something with his ability, creatures like Juggernaut that are forced to attack are already attacking, and decisions triggered by that (such as for Propaganda or Brainwash ) have already been made. This substantively breaks Desecration Demon ; you can't know whether you want to pay the Propaganda cost until you know whether an opponent's made you tap the Demon (which should have happened earlier).
I haven't gotten around to adding the event, since it's not practical to move the entire containing function into C - both main phases and all of combat are handled in one big ugly unreadable mess of a function (very unusual for the exe, which is mostly quite well designed and programmed). Adding a call into the existing function is much harder - on the order of a day's work, as opposed to the half hour or so it takes to move a well-understood function into C. It hasn't seemed worth the effort yet for just this one card.
I haven't gotten around to adding the event, since it's not practical to move the entire containing function into C - both main phases and all of combat are handled in one big ugly unreadable mess of a function (very unusual for the exe, which is mostly quite well designed and programmed). Adding a call into the existing function is much harder - on the order of a day's work, as opposed to the half hour or so it takes to move a well-understood function into C. It hasn't seemed worth the effort yet for just this one card.
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