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Infinite loops has been an issue with auto sims but we've ignored it since it's a rare case. Now with Master Duel being released, we have been able to test various different scenarios to see how the game handles it. Case 1, Example 2 and Case 3 Example 1 need fixes.
Case 1: Involuntary Infinite Loop with Continuous Effects Example 1: "Pole Position", "Opticlops" (1800 ATK), and "Muka Muka" are face-up on the field. "Muka Muka" is equipped with "Axe of Despair", and its controller has no cards in their hand (making "Muka Muka's" ATK 1600).
Result 2: In YGOPro, it will not allow to activate a card that initiates the loop. In Master Duel, the loop can be initiated and Skill Drain is sent to the Graveyard. This means that Skill Drain has been identified as the primary cause of the loop. However, it's not necessary for us to hardcode Skill Drain and send it to the Graveyard. In this case, multiple cards can be the primary cause and hence, the most recently activated card should be sent to the Graveyard.
Working in YGOPro (Needs fix!)
I know that we won't have the answer to which card to send for every loop and so we need a global answer to code into the core. Thus, as per the official Konami document policy, when there are multiple cards that primarily cause the loop, the card most recently activated should be sent to the Graveyard.
Case 2: Voluntary Controlled Loop with Activated Effects
Example 1: Player 1 controls a face-up Necrovalley and has a Psy-Framelord Omega in their Graveyard. Player 1 activates the effect of Psy-Framelord Omega to move itself from the Graveyard to the Extra Deck as Chain Link 1.
Result 1: Necrovalley negates the effect of Psy-Framelord Omega. Player 1 repeats this action infinitely. The Player 1 can activate Psy-Framelord Omega's effect as many times as they desire since it is not once per turn. In Master Duel, you are allowed to activate Psy-Framelord Omega's effect as many times as needed. The timer pauses during the animations and hence, this can potentially hostage the opponent. However, since in Master Duel, no time is gained for moves, the timer will still decrease between animations during the window where the player has to choose to activate Omega. In YGOPro, since time is gained after each move, this will 100% hostage the opponent.
Solution 1: To address this, it is possible to put a 10 times per turn activation limit on the script of Psy-Framelord Omega. The other solution which YGO Omega used is simply to put a cap on the time gained per turn. This way, no change in scripts is required.
Case 3: Involuntary Infinite Loop with Mandatory Activated Effects
Example 1: Player 1 controls a face-up "King Tiger Wanghu" and "Mystic Plasma Zone". They also have a "Destiny Hero - Departed" in their Graveyard. During their Standby Phase, is "Destiny Hero - Departed" Special Summoned?
According to official rulings, Destiny Hero - Departed can be Special Summoned if its ATK is >1400, preventing it from being destroyed by King Tiger Wanghu. In YGOPro, Destiny Hero - Departed's effect will not activate with or without Mystic Plasma Zone. In Master Duel, Destiny Hero - Departed's effect can be activated even when its ATK <=1400 but the loop will iterate only 10 times after which it will not activate.
Working in YGOPro (Can be easily fixed via lua script)
Example 2: Player 1 controls a face-up "All-Out Attacks" and a face-down "Morphing Jar #2". They have 1 "Morphing Jar #2" in their Deck. Player 1 Flip Summons "Morphing Jar #2".
Result 2: Morphing Jar #2 is shuffled into the Deck. Cards are excavated until Morphing Jar #2. The excavated cards are sent to the Graveyard and Morphing Jar #2 is Special Summoned in face-down Defense Position. All-Out Attacks flips the Morphing Jar #2 to Attack Position, repeating the loop. In YGOPro, this loop will iterate a few times until All-Out Attacks is sent to the Graveyard. This is the correct ruling. In Master Duel, it disconnects the player after ~10 iterations.
Example 3: Player 1 controls a face-up "All-Out Attacks", face-down "Morphing Jar #2" and a face-down "Needle Worm". Player 1 Flip Summons "Morphing Jar #2".
Result 3: A Needle Worm was added to the loop. In this scenario, Needle Worm's effect will activate, milling the opponent's deck by 5 each time. This causes a net change. Hence, the loop will continue until the opponent's Deck has 0 cards. After this, the loop will no longer have a net change and then All-Out Attacks should be sent to the Graveyard. This works correctly in YGOPro. In Master Duel, the opponent's Deck reaches 0 but after that, the player will disconnect after some iterations.
Working in YGOPro
The text was updated successfully, but these errors were encountered:
Infinite loops has been an issue with auto sims but we've ignored it since it's a rare case. Now with Master Duel being released, we have been able to test various different scenarios to see how the game handles it. Case 1, Example 2 and Case 3 Example 1 need fixes.
Case 1: Involuntary Infinite Loop with Continuous Effects
Example 1: "Pole Position", "Opticlops" (1800 ATK), and "Muka Muka" are face-up on the field. "Muka Muka" is equipped with "Axe of Despair", and its controller has no cards in their hand (making "Muka Muka's" ATK 1600).
Result 1: In YGOPro, Pole Position is sent to the Graveyard. This is correct as per the most recent Konami rulings.
Source: https://img.yugioh-card.com/en/downloads/penalty_guide/YGOTCG_Policy_v_2_1.pdf
https://img.yugioh-card.com/ygo_cms/ygo/all/uploads/KDE-E_TCG_Tournament_Policy_2_1.pdf
Example 2: Player 1 controls "Skill Drain". Player 2 controls a "Jinzo" which is owned by Player 1, but being controlled by Player 2 due to "Mind Control". "Jinzo" is equipped with "Amplifier". Player 2 also controls "Royal Decree".
Result 2: In YGOPro, it will not allow to activate a card that initiates the loop. In Master Duel, the loop can be initiated and Skill Drain is sent to the Graveyard. This means that Skill Drain has been identified as the primary cause of the loop. However, it's not necessary for us to hardcode Skill Drain and send it to the Graveyard. In this case, multiple cards can be the primary cause and hence, the most recently activated card should be sent to the Graveyard.
I know that we won't have the answer to which card to send for every loop and so we need a global answer to code into the core. Thus, as per the official Konami document policy, when there are multiple cards that primarily cause the loop, the card most recently activated should be sent to the Graveyard.
References:
Fluorohydride/ygopro-core@87c1c42
Fluorohydride/ygopro-core@8cca930
Case 2: Voluntary Controlled Loop with Activated Effects
Example 1: Player 1 controls a face-up Necrovalley and has a Psy-Framelord Omega in their Graveyard. Player 1 activates the effect of Psy-Framelord Omega to move itself from the Graveyard to the Extra Deck as Chain Link 1.
Result 1: Necrovalley negates the effect of Psy-Framelord Omega. Player 1 repeats this action infinitely. The Player 1 can activate Psy-Framelord Omega's effect as many times as they desire since it is not once per turn. In Master Duel, you are allowed to activate Psy-Framelord Omega's effect as many times as needed. The timer pauses during the animations and hence, this can potentially hostage the opponent. However, since in Master Duel, no time is gained for moves, the timer will still decrease between animations during the window where the player has to choose to activate Omega. In YGOPro, since time is gained after each move, this will 100% hostage the opponent.
Solution 1: To address this, it is possible to put a 10 times per turn activation limit on the script of Psy-Framelord Omega. The other solution which YGO Omega used is simply to put a cap on the time gained per turn. This way, no change in scripts is required.
Case 3: Involuntary Infinite Loop with Mandatory Activated Effects
Example 1: Player 1 controls a face-up "King Tiger Wanghu" and "Mystic Plasma Zone". They also have a "Destiny Hero - Departed" in their Graveyard. During their Standby Phase, is "Destiny Hero - Departed" Special Summoned?
Result 1:
Q:《王虎ワンフー》が存在する場合、無限ループが発生してしまうのですか?
A:《王虎ワンフー》と《D-HERO ディパーテッドガイ》の効果が無限ループになる状況では、《D-HERO ディパーテッドガイ》の効果は発動しません。(07/11/27)
《生還の宝札》や《光と闇の竜》が存在している等の場合も同様です。(08/08/20)
Q:《王虎ワンフー》と《ダークゾーン》が存在する場合、特殊召喚できますか?
A:可能です。(07/12/03)
According to official rulings, Destiny Hero - Departed can be Special Summoned if its ATK is >1400, preventing it from being destroyed by King Tiger Wanghu. In YGOPro, Destiny Hero - Departed's effect will not activate with or without Mystic Plasma Zone. In Master Duel, Destiny Hero - Departed's effect can be activated even when its ATK <=1400 but the loop will iterate only 10 times after which it will not activate.
Example 2: Player 1 controls a face-up "All-Out Attacks" and a face-down "Morphing Jar #2". They have 1 "Morphing Jar #2" in their Deck. Player 1 Flip Summons "Morphing Jar #2".
Result 2: Morphing Jar #2 is shuffled into the Deck. Cards are excavated until Morphing Jar #2. The excavated cards are sent to the Graveyard and Morphing Jar #2 is Special Summoned in face-down Defense Position. All-Out Attacks flips the Morphing Jar #2 to Attack Position, repeating the loop. In YGOPro, this loop will iterate a few times until All-Out Attacks is sent to the Graveyard. This is the correct ruling. In Master Duel, it disconnects the player after ~10 iterations.
Source:
Q:このカードの発動の手順はどのようになりますか?
A:このカードを前のターンにフィールドにセットしてスタンバイフェイズを迎えた場合のみ発動できます。
なお、スペルスピードは1であり、何らかのカードにチェーンして発動はできません。(13/02/01)
Example 3: Player 1 controls a face-up "All-Out Attacks", face-down "Morphing Jar #2" and a face-down "Needle Worm". Player 1 Flip Summons "Morphing Jar #2".
Result 3: A Needle Worm was added to the loop. In this scenario, Needle Worm's effect will activate, milling the opponent's deck by 5 each time. This causes a net change. Hence, the loop will continue until the opponent's Deck has 0 cards. After this, the loop will no longer have a net change and then All-Out Attacks should be sent to the Graveyard. This works correctly in YGOPro. In Master Duel, the opponent's Deck reaches 0 but after that, the player will disconnect after some iterations.
The text was updated successfully, but these errors were encountered: