[Old confirmed] Bug Archive
Moderators: BAgate, drool66, Aswan jaguar, gmzombie, stassy, CCGHQ Admins
Re: Arachnus Web
by stassy » 27 Sep 2012, 10:58
This is because Arachnus Web only work on C coded card and not ASM or older untouched cards (this is also the case for any recently added spell that disable ability/spell activation).
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Re: [confirmed]Nezumi shorftang, Nezumi Graverobber
by Gargaroz » 27 Sep 2012, 13:34
Nezumi Graverobber is fixed, but I really coulnd't understand what's wrong about Nezumi Shortfang...
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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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Re: [confirmed]Energy Chamber
by stassy » 28 Sep 2012, 06:12
Ok so my list is complete, but the only artifact with normal charge counter I recall from the original games are the Batteries. By hardcoded do you mean also ASM coded cards?
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[confirmed]Sunburst + artifact mana
by stassy » 28 Sep 2012, 12:03
Describe the Bug:
Sunburst cards (eg.Skyreach Manta) cannot be cast with artifact mana (eg. Mishra's Workshop)
Which card did behave improperly ?
Sunburst cards
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Sunburst cards (eg.Skyreach Manta) can be cast with artifact mana (eg. Mishra's Workshop)
Are any other cards possibly affected by this bug ?
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Yes, I know artifact abilities cannot be used with artifact mana but I wanted to know if casting a C coded card with artifact mana would be possible
Sunburst cards (eg.Skyreach Manta) cannot be cast with artifact mana (eg. Mishra's Workshop)
Which card did behave improperly ?
Sunburst cards
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Sunburst cards (eg.Skyreach Manta) can be cast with artifact mana (eg. Mishra's Workshop)
Are any other cards possibly affected by this bug ?
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Yes, I know artifact abilities cannot be used with artifact mana but I wanted to know if casting a C coded card with artifact mana would be possible

- Attachments
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2.zip
- (2.2 KiB) Downloaded 256 times
Last edited by Aswan jaguar on 28 Sep 2012, 14:16, edited 1 time in total.
Reason: confirmed bug
Reason: confirmed bug
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Re: [confirmed]Energy Chamber
by Gargaroz » 28 Sep 2012, 12:16
Yes.
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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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Re: [confirmed]Energy Chamber
by stassy » 28 Sep 2012, 12:20
*cough* by all mean shall I have to look into the src folder into the asm/c to check which card is coded in asm/c or do you know a better way? *cough* 

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Re: [confirmed]Sunburst + artifact mana
by Aswan jaguar » 28 Sep 2012, 14:19
The C coded artifacts can be cast like the ASM ones using artificial mana it is a Sunburst code thing probably.Stassy wrote:
I wanted to know if casting a C coded card with artifact mana would be possible
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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fixed Gargaroz]turntimber basilisk[WAIT FIX]woodfall primus
by ozks » 29 Sep 2012, 01:26
Describe the Bug:
turntimber basilisk not work the ability of landfall, the opponent should block him but nothing! (try to use the ability on kor of the save game and you see)
Which card did behave improperly ?
Turntimber Basilisk
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Landfall — Whenever a land enters the battlefield under your control, you may have target creature block Turntimber Basilisk this turn if able.
Are any other cards possibly affected by this bug ?
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save game are both files on a single zip (down)
-------------------------------------------------------------------------------------------------------------
Describe the Bug:
When kill two creatures and die, it clone itself twice. and same happen with 3 creatures clone 3 times
Which card did behave improperly ?
Woodfall Primus
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Are any other cards possibly affected by this bug ?
turntimber basilisk not work the ability of landfall, the opponent should block him but nothing! (try to use the ability on kor of the save game and you see)
Which card did behave improperly ?
Turntimber Basilisk
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Landfall — Whenever a land enters the battlefield under your control, you may have target creature block Turntimber Basilisk this turn if able.
Are any other cards possibly affected by this bug ?
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save game are both files on a single zip (down)
-------------------------------------------------------------------------------------------------------------
Describe the Bug:
When kill two creatures and die, it clone itself twice. and same happen with 3 creatures clone 3 times
Which card did behave improperly ?
Woodfall Primus
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
M13 V3
What exactly should be the correct behavior/interaction ?
Persist (When this creature is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Are any other cards possibly affected by this bug ?
SaveGame.zip
Last edited by Aswan jaguar on 29 Sep 2012, 13:44, edited 1 time in total.
Reason: lure effect fixed-wait fix confirmation about woodfall primus
Reason: lure effect fixed-wait fix confirmation about woodfall primus
Re: turntimber basilisk and woodfall primus
by stassy » 29 Sep 2012, 06:15
I confirm Turntimber Basilisk issue but only on player side, AI make it work correctly 
I don't have the issue with Woodfall Primus in a clean game so must be another interaction

I don't have the issue with Woodfall Primus in a clean game so must be another interaction
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Re: [confirmed]Energy Chamber
by Gargaroz » 29 Sep 2012, 12:35
Sure, you can cross-check by looking at "get_counter_type_by_id" in "counters.c" located in "functions". Everything that could get "special counters" (Charge counters and in general everything that is not a P/T modifier) and is not there probably doesn't have the proper special counters defined.
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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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Re: [confirmed]turntimber basilisk [unconfirmed]woodfall pri
by Gargaroz » 29 Sep 2012, 12:54
Ah, I see, I found a global bug in the "must block me" code, it's fixed now.
And for Woodfall Primus, it's a general issue about the "Persist" mechanic if the creature dies in combat. I'll try to fix it with the usual "legacy trick".
And for Woodfall Primus, it's a general issue about the "Persist" mechanic if the creature dies in combat. I'll try to fix it with the usual "legacy trick".
----
- 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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Re: [confirmed]Energy Chamber
by stassy » 29 Sep 2012, 18:33
Ok so here is the list of cards not referenced at all in the counters.c file :
Original game
Black Mana Battery
Blue Mana Battery
Green Mana Battery
Red Mana Battery
White Mana Battery
Clockwork Avian
Serpent Generator
Referenced in ManalinkEh.asm
Quicksilver Fountain
Conversion Chamber
Triassic Egg
Aether Vial
Voodoo Doll
Jar of Eyeballs
Clearwater Goblet
Smokestack
Barrin's Codex
Juju Bubble
Darksteel Reactor
Eternity Vessel
Torture Chamber
Serrated Arrows
That Which Was Taken
Original game
Black Mana Battery
Blue Mana Battery
Green Mana Battery
Red Mana Battery
White Mana Battery
Clockwork Avian
Serpent Generator
Referenced in ManalinkEh.asm
Quicksilver Fountain
Conversion Chamber
Triassic Egg
Aether Vial
Voodoo Doll
Jar of Eyeballs
Clearwater Goblet
Smokestack
Barrin's Codex
Juju Bubble
Darksteel Reactor
Eternity Vessel
Torture Chamber
Serrated Arrows
That Which Was Taken
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[confirmed]Stormtide Leviathan
by BAgate » 03 Oct 2012, 09:54
Describe the Bug:
When Stormtide Leviathan is the target of a Magical Hack, the prevent attack ability doesn't change (so you still require islandwalk or flying to attack), nor does the all lands are a certain land ability (ex. hack the Stormtide Leviathan from islands to mountains and only flying or islandwalk creatures can attack and all lands are considered islands, so islandwalking creatures can't be blocked).
Which card did behave improperly ?
Stormtide Leviathan when Magical Hacked
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
m13v3
What exactly should be the correct behavior/interaction ?
When Stormtide Leviathan is hacked all instances of land words are changed, so all lands become the same type (in addition to their type), no creature w/o flying or the changed land walk can attack, and the Stormtide Leviathan has that land walk.
Are any other cards possibly affected by this bug ?
Potentially any other card with land affecting properties.
When Stormtide Leviathan is the target of a Magical Hack, the prevent attack ability doesn't change (so you still require islandwalk or flying to attack), nor does the all lands are a certain land ability (ex. hack the Stormtide Leviathan from islands to mountains and only flying or islandwalk creatures can attack and all lands are considered islands, so islandwalking creatures can't be blocked).
Which card did behave improperly ?
Stormtide Leviathan when Magical Hacked
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
m13v3
What exactly should be the correct behavior/interaction ?
When Stormtide Leviathan is hacked all instances of land words are changed, so all lands become the same type (in addition to their type), no creature w/o flying or the changed land walk can attack, and the Stormtide Leviathan has that land walk.
Are any other cards possibly affected by this bug ?
Potentially any other card with land affecting properties.
- Attachments
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stormtide leviathan.rar
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Last edited by Aswan jaguar on 03 Oct 2012, 14:33, edited 1 time in total.
Reason: confirmed bug
Reason: confirmed bug
Working on: housekeeping and archived reports
Re: Stormtide Leviathan
by BAgate » 03 Oct 2012, 11:29
So let me see if I understand. Card specific abilities are only changed if they were original cards, but abilities such as landwalk or protection from (color) can be changed even on new cards?
Working on: housekeeping and archived reports
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