Blaze Commando vs Arc Lightning
Posted: 10 Jul 2019, 18:08
Describe the Bug:
Blaze Commando didn't trigger in dev. I fixed that but it doesn't work with cards like Arc Lightning correctly Blaze Commando triggers 1 time per different target so with 3 different targets will make 6 tokens instead of 2 per spell that deals damage. Is this still Arc Lightning's issue not dealing damage in one packet? or is it Blaze Commando's fault?
Old working code EMNV2 had also this bug.
current code:
Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)
Manalink dev
What exactly should be the correct behavior/interaction?
Blaze Commando’s ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player or planeswalker and 3 damage to target creature,” Blaze Commando’s ability will trigger once and you’ll get two Soldier tokens.
Are any other cards possibly affected by this bug?
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Blaze Commando didn't trigger in dev. I fixed that but it doesn't work with cards like Arc Lightning correctly Blaze Commando triggers 1 time per different target so with 3 different targets will make 6 tokens instead of 2 per spell that deals damage. Is this still Arc Lightning's issue not dealing damage in one packet? or is it Blaze Commando's fault?
Old working code EMNV2 had also this bug.
current code:
- Code: Select all
int card_blaze_commando(int player, int card, event_t event){
/* Blaze Commando |3|R|W
* Creature - Minotaur Soldier 5/3
* Whenever an instant or sorcery spell you control deals damage,
* put two 1/1 |Sred and |Swhite Soldier creature tokens with haste onto the battlefield. */
if( event == EVENT_DEAL_DAMAGE ){
test_definition_t test;
default_test_definition(&test, TYPE_SPELL);
check_damage_test(player, -1, event, 0, player, card, 0, &test);
}
int result = resolve_damage_trigger(player, card, event, 0, player, card);
if( result ){
token_generation_t token;
default_token_definition(player, card, CARD_ID_SOLDIER, &token);
token.qty = 2*result;
token.color_forced = get_sleighted_color_test(player, card, COLOR_TEST_RED) |
get_sleighted_color_test(player, card, COLOR_TEST_WHITE);
token.s_key_plus = SP_KEYWORD_HASTE;
generate_token(&token);
}
return global_enchantment(player, card, event);
}
Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)
Manalink dev
What exactly should be the correct behavior/interaction?
Blaze Commando’s ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player or planeswalker and 3 damage to target creature,” Blaze Commando’s ability will trigger once and you’ll get two Soldier tokens.
Are any other cards possibly affected by this bug?
-