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[working the manalink way-4th edition rules]Healing Salve

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[working the manalink way-4th edition rules]Healing Salve

Postby client h » 21 Aug 2014, 14:25

Describe the Bug:
Healing Salve doesn't let me prevent (the next 3) damage that would be dealt to target creature or player this turn. Only option shown is "select target player" (...to gain 3 life).

Which card did behave improperly ?
Healing Salve

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Manalink Update 2014/05/06: Journey into Nyx / TYPE: Duel

What exactly should be the correct behavior/interaction ?
Healing Salve should show both choices, prevent the next 3 damage that would be dealt to target creature or player this turn or target player gains 3 life.

Are any other cards possibly affected by this bug ?
Reverse Damage also doesn't prevent damage, as reported earlier.
Attachments
HealingS.rar
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Last edited by Aswan jaguar on 22 Aug 2014, 06:33, edited 2 times in total.
Reason: working the manalink way-4th edition rules
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Re: Healing Salve

Postby Aswan jaguar » 21 Aug 2014, 15:19

Cards like Healing Salve worked differently from the original game and still do.A player or creature has to be dealt damage first and then the card gives you the option to prevent that damage by selecting the damage card on top of the creature or at player.It works in Manalink way fine.

At some point Gargaroz coded some cards to prevent damage in advance but there was some problem.If I remember correctly the cards were asking all the time (after each step,each trigger,each play,activation,etc) "use prevention effects" and making the game very slow and irritating so we abandoned that way.If they can be made to be activated or ready to use when you choose without that nervous breaking query and also work like they always did it would be great.
Maybe there is still a card coded like this in the pool.
---
Trying to squash some bugs and playtesting.
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Re: [working the manalink way]Healing Salve

Postby BAgate » 22 Aug 2014, 06:13

I remember asking about this before, and the devs basically said it was an engine limitation that wasn't worth fixing. See this thread for their take on it.
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