[aproximated]Jade Statue opponent chooses, bad animate
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[aproximated]Jade Statue opponent chooses, bad animate
by Nexhro » 17 Sep 2014, 15:51
Describe the Bug:
1) At the beginning of each combat, Jade Statue's controller's opponent chooses whether to animate Jade Statue or not. If that player chooses to animate it, Statue's controller can still cancel the activation cost payment.
2) If its controllwr chooses to pay
, Jade Statue becomes a creature right after the declare attackers step (Fast Effects? ...Assign Atatckers) and hence can't atatck.
Which card did behave improperly ?
Jade Statue
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CoRM15 mini, duel
What exactly should be the correct behavior/interaction ?
At the beginning of each combat, Jade Statue's controller chooses whether to animate Jade Statue or not.
2) If its controllwr chooses to pay
, Jade Statue instantly becomes a creature.
Are any other cards possibly affected by this bug ?
-
1) At the beginning of each combat, Jade Statue's controller's opponent chooses whether to animate Jade Statue or not. If that player chooses to animate it, Statue's controller can still cancel the activation cost payment.
2) If its controllwr chooses to pay

Which card did behave improperly ?
Jade Statue
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CoRM15 mini, duel
What exactly should be the correct behavior/interaction ?
At the beginning of each combat, Jade Statue's controller chooses whether to animate Jade Statue or not.
2) If its controllwr chooses to pay

Are any other cards possibly affected by this bug ?
-
- Attachments
-
JadStat1.zip
- (3.64 KiB) Downloaded 223 times
Last edited by BAgate on 29 Sep 2014, 01:05, edited 6 times in total.
Reason: aproximated-closed
Reason: aproximated-closed
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Nexhro - Posts: 1613
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Re: [confirmed]Jade Statue opponent chooses, bad animate
by Aswan jaguar » 17 Sep 2014, 16:47
I confirm the bugs besides we had this discussion with Korath as Jade Statue mechanism is not well understood and so the recoded in C version was and still is a mess and so deciding to revert to the original ASM code until it gets a better look.
- HarlequinCasts you checked and tagged fixed/closed this bug in above link did you also test the bugs I was mentioning? because 2 of them are the ones Nexhro also reports here.
- HarlequinCasts you checked and tagged fixed/closed this bug in above link did you also test the bugs I was mentioning? because 2 of them are the ones Nexhro also reports here.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [confirmed]Jade Statue opponent chooses, bad animate
by Nexhro » 17 Sep 2014, 17:07
My bad, Aswan - saw there was a thread, but didn't read your reply to it. This looks like a duplicate then.
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Re: [duplicate]Jade Statue opponent chooses, bad animate
by Gargaroz » 28 Sep 2014, 14:38
Finally the ability is working as intended in d351dba , but with some catches.
1) In order to be able to animate the Statue and attack, there should be another creature that is able to attack on your BF. It's hardcoded stuff, and I don't know how to fix it.
2) In your turn, there will be a pop-up window that'll ask you if you want to animate the statue or not. In the opponent's turn, it will function like a normal activated ability (click on it and go).
This is the most precise approximation of the ability we could get as now, IMHO.
1) In order to be able to animate the Statue and attack, there should be another creature that is able to attack on your BF. It's hardcoded stuff, and I don't know how to fix it.
2) In your turn, there will be a pop-up window that'll ask you if you want to animate the statue or not. In the opponent's turn, it will function like a normal activated ability (click on it and go).
This is the most precise approximation of the ability we could get as now, IMHO.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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