[fixed] Tokens v. Sleight of Mind
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[fixed] Tokens v. Sleight of Mind
by Korath » 25 Aug 2021, 23:01
Describe the bug:
Token generation usually doesn't handle Sleight of Mind properly.
I can't remember the last time this question was truly relevant for a bug I've reported.
Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)
Dev 9bf7c6100.
What exactly should be the correct behavior/interaction?
A: Cast Empyrial Storm, Sleight of Mind it from white to blue while it's on the stack: it should make one or more blue Angels instead of white ones.
B: Cast Regal Caracal, Sleight of Mind it from white to blue while it's on the stack: it should make two blue Cats instead of white ones.
B1: Cast Lord Windgrace with two copies of Doubling Season on the bf (or debug extra counters onto it), Sleight of Mind it from black to red, let the Sleight resolve, observe that the displayed card text correctly remains unchanged, Sleight of Mind it again from green to black, observe that the displayed card text correctly claims it should make black Cat Warriors, activate its -11 ability: it should make black Cat Warriors with Forestwalk instead of red ones. Not really the best testcase, though - Lord Windgrace doesn't need to set color_forced anyway, since the Cat Warrior token defaults to green.
Are any other cards possibly affected by this bug?
More than aren't.
Specific cards and mechanics that create tokens shouldn't ever mention anything sleight-related except to set token_generation_t::no_sleight = 1 when the effect says to choose the token's color. The token generation functions are the only place that should be calling anything in the get_sleight*() family of functions. (Ditto with Magical Hack, but the difference is that they used to deal with sleight themselves, and some of them still try to, while IIRC landwalks have always had to be dealt with by the creating effect.)
First observed with Batterskull, which I expected to incorrectly create sleighted Phyrexian Germ tokens. (Living weapon, like the fear keyword, only says "black" in its reminder text, so it shouldn't be affected by color text-changing abilities.)
Token generation usually doesn't handle Sleight of Mind properly.
- generate_token_by_id() and generate_tokens_by_id() never sleight, and don't even look at token_generation_t::no_sleight.
- generate_token() only sleights if token_generation_t::color_forced is nonzero.
- In well over half the cases where it is, it's also sleighted at the call site, so it's sleighted twice.
I can't remember the last time this question was truly relevant for a bug I've reported.
Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)
Dev 9bf7c6100.
What exactly should be the correct behavior/interaction?
A: Cast Empyrial Storm, Sleight of Mind it from white to blue while it's on the stack: it should make one or more blue Angels instead of white ones.
B: Cast Regal Caracal, Sleight of Mind it from white to blue while it's on the stack: it should make two blue Cats instead of white ones.
B1: Cast Lord Windgrace with two copies of Doubling Season on the bf (or debug extra counters onto it), Sleight of Mind it from black to red, let the Sleight resolve, observe that the displayed card text correctly remains unchanged, Sleight of Mind it again from green to black, observe that the displayed card text correctly claims it should make black Cat Warriors, activate its -11 ability: it should make black Cat Warriors with Forestwalk instead of red ones. Not really the best testcase, though - Lord Windgrace doesn't need to set color_forced anyway, since the Cat Warrior token defaults to green.
Are any other cards possibly affected by this bug?
More than aren't.
Specific cards and mechanics that create tokens shouldn't ever mention anything sleight-related except to set token_generation_t::no_sleight = 1 when the effect says to choose the token's color. The token generation functions are the only place that should be calling anything in the get_sleight*() family of functions. (Ditto with Magical Hack, but the difference is that they used to deal with sleight themselves, and some of them still try to, while IIRC landwalks have always had to be dealt with by the creating effect.)
First observed with Batterskull, which I expected to incorrectly create sleighted Phyrexian Germ tokens. (Living weapon, like the fear keyword, only says "black" in its reminder text, so it shouldn't be affected by color text-changing abilities.)
Last edited by drool66 on 27 Aug 2021, 22:25, edited 1 time in total.
Reason: fixed
Reason: fixed
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Re: Tokens v. Sleight of Mind
by drool66 » 27 Aug 2021, 22:21
Fixed, I think, in 29b877f; behavior of A, B & B1 is correct
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