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[fixed]Dwarven Weaponsmith doesn't tap when activated

Moderators: BAgate, drool66, Aswan jaguar, gmzombie, stassy, CCGHQ Admins

[fixed]Dwarven Weaponsmith doesn't tap when activated

Postby Aswan jaguar » 17 Apr 2017, 09:42

Describe the Bug:
Dwarven Weaponsmith doesn't tap when ability is activated only requires to sac an artifact.

Which card did behave improperly?
Dwarven Weaponsmith

Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)
Manalink 2016/08/27: Eldritch Moon v2, duel

What exactly should be the correct behavior/interaction?
Dwarven Weaponsmith

Are any other cards possibly affected by this bug?
-
Attachments
dwarven weaponsmith no tap.rar
(2.25 KiB) Downloaded 139 times
Last edited by Aswan jaguar on 09 Jan 2019, 11:43, edited 3 times in total.
Reason: fixed
---
Trying to squash some bugs and playtesting.
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Re: Dwarven Weaponsmith doesn't tap when ability is activate

Postby stassy » 19 Apr 2017, 18:59

Also activation order is wrong : game ask for target creature to put counter on it, then ask for artifact to sac, it should be the reverse.
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Re: [confirmed]Dwarven Weaponsmith doesn't tap when activate

Postby Aswan jaguar » 05 Jan 2019, 11:43

Order was fixed previously. I fixed that it activated on each upkeep I didn't manage to make it tap though, setting the correct flag in generic_activated_ability wasn't enough.
code | Open
Code: Select all
int card_dwarven_weaponsmith(int player, int card, event_t event)
{
  // 0x4527e0

  // |T, Sacrifice an artifact: Put a +1/+1 counter on target creature. Activate this ability only during your upkeep.

   if( ! IS_GAA_EVENT(event) ){
      return 0;
   }
   
   target_definition_t td;
   default_target_definition(player, card, &td, TYPE_CREATURE);
   td.preferred_controller = player;

   card_instance_t* instance = get_card_instance(player, card);
   
   if( event == EVENT_CAN_ACTIVATE ){
      if( can_sacrifice_type_as_cost(player, 1, TYPE_ARTIFACT) ){
         return generic_activated_ability(player, card, event, GAA_UNTAPPED | GAA_CAN_TARGET | GAA_ONLY_ON_UPKEEP | GAA_IN_YOUR_TURN, MANACOST0, 0, &td, NULL);
      }
   }

   if (event == EVENT_ACTIVATE)
   {
      instance->number_of_targets = 0;

      test_definition_t test;
      new_default_test_definition(&test, TYPE_ARTIFACT, "Select an artifact to sacrifice.");
      int sac = new_sacrifice(player, card, player, SAC_JUST_MARK|SAC_AS_COST|SAC_RETURN_CHOICE, &test);
      if( sac ){
         if( pick_target(&td, "TARGET_CREATURE") ){
            kill_card(BYTE2(sac), BYTE3(sac), KILL_SACRIFICE);
         }
         else{
            state_untargettable(BYTE2(sac), BYTE3(sac), 0);
         }
      }
      else{
         spell_fizzled = 1;
      }
   }

   if (event == EVENT_RESOLVE_ACTIVATION)
   {
      if( valid_target(&td) ){
         add_1_1_counter(instance->targets[0].player, instance->targets[0].card);
      }
   }

   return 0;
}
---
Trying to squash some bugs and playtesting.
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Re: [confirmed]Dwarven Weaponsmith doesn't tap when activate

Postby Aswan jaguar » 09 Jan 2019, 11:43

Fixed the no tap in 9a63ea3.
---
Trying to squash some bugs and playtesting.
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