[fixed/closed]Sigil Tracer bad prompt extra characters
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[fixed/closed]Sigil Tracer bad prompt extra characters
by Nexhro » 24 May 2014, 23:37
Describe the Bug:
When Sigil Tracer's activated ability is activated, only the second of the two chosen creatures gets tapped. The first creature selected to be tapped for the ability gets a prohibition sign and remains untapped.
A creature recieveing a prohibition sign this way can't be chosen for Sigil Tracer's ability again, because the prohibition signs remain on the respective creatures for the rest of the game.
Which card did behave improperly ?
Sigil Tracer
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
JOU v1, duel
What exactly should be the correct behavior/interaction ?
Both creatures chosen for Sigil Tracer's ability are tapped.
Prohibition signs are removed after the creatures have been tapped/the ability has resolved.
Are any other cards possibly affected by this bug ?
-
A creature recieveing a prohibition sign this way can't be chosen for Sigil Tracer's ability again, because the prohibition signs remain on the respective creatures for the rest of the game.
Which card did behave improperly ?
Sigil Tracer
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
JOU v1, duel
What exactly should be the correct behavior/interaction ?
Both creatures chosen for Sigil Tracer's ability are tapped.
Prohibition signs are removed after the creatures have been tapped/the ability has resolved.
Are any other cards possibly affected by this bug ?
-
- Attachments
-
- SigTrac1.zip
- (3.73 KiB) Downloaded 227 times
Last edited by Aswan jaguar on 14 Apr 2018, 08:47, edited 10 times in total.
Reason: fixed/closed in dev
Reason: fixed/closed in dev
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Nexhro - Posts: 1613
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Re: [confirmed]Sigil Tracer ability bad tap
by BAgate » 24 May 2014, 23:55
Bug is confirmed in your savegame, but it worked for me in a clean game.
Working on: housekeeping and archived reports
Re: [confirmed]Sigil Tracer ability bad tap
by Nexhro » 25 May 2014, 00:32
It first occured when I was playing a game of EDH. I then created the deck used in the save game to see if it was another of those bugs caused by a certain flag or the absence of it. More often than not, a bug would occur in an EDH game, but when tested in a 40 card deck with 4-5 different cards, everything works fine. That wasn't the case for this one, though.BAgate wrote:Bug is confirmed in your savegame, but it worked for me in a clean game.
Some moments ago, I gave both the AI and me a 40 land deck and debugged 3 Living Wish and a Cunning Wish into my hand, fetching 3 Sigil Tracer and a Brainstorm. On the attached screenshot you can see the board state after copying the Brainstorm (same as in savegame and mentioned EDH game).
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Re: [confirmed]Sigil Tracer ability bad tap
by BAgate » 25 May 2014, 00:51
Not disputing you. I always start confirming bugs in clean games. And when I tried Sigil Tracer he worked. Used Death Wish to bring him into the game, and got the result below. Then tried your save and got the result you described.
Working on: housekeeping and archived reports
Re: [confirmed]Sigil Tracer ability bad tap
by Nexhro » 25 May 2014, 01:49
Attached the deck for reproduction purposes - you might also wanna check Tracer's behaviour after the first activation in a clean game, though.
I know I sound defensive at times, but am usually just trying to clarify. Appreciate your care, thoughNot disputing you[...]
- Attachments
-
- __Sigil Tracer test__.zip
- (348 Bytes) Downloaded 237 times
Last edited by Aswan jaguar on 22 May 2016, 13:13, edited 1 time in total.
Reason: strikethrough fixed
Reason: strikethrough fixed
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Nexhro - Posts: 1613
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Re: [confirmed]Sigil Tracer ability bad tap
by BAgate » 25 May 2014, 02:17
Worked correctly 3 straight turns in a clean game. Bugged when playing a new game with your deck.
Working on: housekeeping and archived reports
Re: [confirmed]Sigil Tracer ability bad tap
by Aswan jaguar » 25 May 2014, 07:13
I can't pinpoint the source of the bug either,tricky one.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [confirmed]Sigil Tracer ability bad tap
by Gargaroz » 29 May 2014, 20:01
Well, I tweaked the code a little, seems fine now in 1ed68f0
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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: [still bugged]Sigil Tracer ability bad tap
by BAgate » 12 Oct 2014, 12:05
Works correctly in test deck where it failed before. Only issue is that there are some extra random characters in the help text when selecting 2 wizards to tap.
Working on: housekeeping and archived reports
Re: [still bugged]Sigil Tracer ability bad tap
by Nexhro » 17 Oct 2014, 23:29
It actually still behaves as originally reported from time to time.
In the game during which I took the attached screenshot (CoRM15 mini4), it worked fine when I activated it the first time, but activating it the turn after prompted the prohibition signs and bad tap behavior again.
Last edited by Aswan jaguar on 22 May 2016, 13:12, edited 1 time in total.
Reason: strikethrough fixed
Reason: strikethrough fixed
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Nexhro - Posts: 1613
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Re: [still bugged]Sigil Tracer ability bad tap
by Gargaroz » 03 Nov 2014, 16:02
Fixed in 49cbc3d
----
- 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: [still bugged]Sigil Tracer ability bad tap
by BAgate » 04 Dec 2014, 02:29
Original bug hasn't appeared in testing (not that that says much). But...
1) triggers on every spell, not just sorceries and instants.
2) prompt is bad, when asking for wizards to tap there are extra strange characters before the word 'to'.
2) prompt is bad, when asking for wizards to tap there are extra strange characters before the word 'to'.
Last edited by Aswan jaguar on 22 May 2016, 13:12, edited 1 time in total.
Reason: strikethrough fixed
Reason: strikethrough fixed
Working on: housekeeping and archived reports
Re: [still bugged]Sigil Tracer ability bad tap
by Gargaroz » 08 Dec 2014, 15:12
Bug 1 fixed in 5323e08
Bug 2 is erratic, stay tuned.
Bug 2 is erratic, stay tuned.
----
- 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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Re: [wait for news]Sigil Tracer bad prompt extra characters
by Aswan jaguar » 22 May 2016, 13:09
Sigil Tracer 's bad code menu prompt when activated.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [wait for news]Sigil Tracer bad prompt extra characters
by Korath » 23 May 2016, 01:39
In lorwyn.c:
Also - not buggy, just bad form:
- Code: Select all
static void get_type_text(int type, test_definition_t *test){
char buffer[100];
int pos = 0;
if( type == TYPE_PERMANENT ){
scnprintf(buffer, 100, "permanent ");
strcpy(buffer, test->message);
return;
}
//...
Also - not buggy, just bad form:
- There's no need to sprintf to a temporary buffer then copy it into the ultimate destination, and indeed no need to sprintf at all: just call strcpy(test->message, "permanent "). Same later on in the function - what you reinvented is strncat(), with a redundant copy later on. It's irrelevant, though, because...
- there's now a well-tested general-purpose function in functions.c, type_text(), that handles this better, particularly when more than one type is set (e.g. TYPE_ARTIFACT|TYPE_CREATURE would mean "artifact or creature", but get_type_text() prints "artifact creature").
- There's another general-purpose function in functions.c, get_sleighted_color_text(), that handles the color part of that prompt better, too.
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