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[confirmed]Return aura from exile onto the battlefield

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[confirmed]Return aura from exile onto the battlefield

Postby gnomefry » 15 Jul 2022, 18:55

Describe the Bug:

I can't quite pin down the cause of this one. I cast Reclamation Sage and the game CTDs without an error message and without updating dump.txt. If I reload and use debug mode to first bury my opponent's three creatures, Reclamation Sage casts without issue.

I tried reloading and repeating the process with various combinations that leave one or two of opponent's creatures intact but it crashes if any of the creatures remain on the board.

I also tried reloading and burying various other cards on the board such as planeswalkers, artifacts or nonbasic lands. Only by clearing out the opponent's critters was I able to avoid the crash.

2022-07-15 14_43_19-.jpg


Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)

Holidays 2021 ad1a6f8 - gauntlet

What exactly should be the correct behavior/interaction?

No interaction between casting Reclamation Sage and opponent's creatures.
Attachments
reclamationsage.rar
(4.32 KiB) Downloaded 95 times
Last edited by Aswan jaguar on 20 Jul 2022, 13:16, edited 2 times in total.
Reason: confirmed - retitled
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Re: Reclamation Sage unknown bad interaction

Postby Aswan jaguar » 16 Jul 2022, 07:12

I confirm the bug also in dev after replicating your battlefield.
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Re: [confirmed]Reclamation Sage unknown bad interaction

Postby Aswan jaguar » 20 Jul 2022, 13:11

Ok, I found a bug which seems to be the most probable for this crash.
It has to do with Oblivion Ring that has exiled an aura. I tested also Flicker directly to an aura with same result a crash.
I remember that these worked correctly with auras some years ago so it's not an issue that they never worked correctly.
So both blink_effect() and true_return_from_oblivion() have the same issue. Possibly anything that can put an aura directly onto the battlefield?
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Re: [confirmed]Return aura from exile onto the battlefield

Postby drool66 » 24 Oct 2022, 18:32

It looks like it's something in the hand off from the depreciated aura functions to aura_impl(). Using Holy Strength as an example, this crashes (the card as it is written now):
Code: Select all
int card_holy_strenght(int player, int card, event_t event){
   if (event == EVENT_CHECK_PUMP)   // will only be sent to this card if it has flash, e.g. for Mageta's Boon
      return vanilla_instant_pump(player, card, event, ANYBODY, player, 1, 2, 0, 0);
   return generic_aura(player, card, event, player, 1, 2, 0, 0, 0, 0, 0);
}
But this doesn't:
Code: Select all
int card_holy_strenght(int player, int card, event_t event){
   if (event == EVENT_CHECK_PUMP)   // will only be sent to this card if it has flash, e.g. for Mageta's Boon
      return vanilla_instant_pump(player, card, event, ANYBODY, player, 1, 2, 0, 0);
   attached_gets_pt(player, card, event, 1, 2);
   return aura(player, card, event, NULL, NULL);
}
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