If an active prohibition is negated, randomly the forbidden status for cards not on the field won't be properly updated, thus making those cards unplayable. If building with gcc, this behaviour is more frequent, whereas when building with msvc, it happens less frequently.
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI,5)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)
Debug.AddCard(84327329,0,0,LOCATION_DECK,0,POS_FACEDOWN)
Debug.AddCard(43711255,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(84327329,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(8949584,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(61740673,0,0,LOCATION_SZONE,2,POS_FACEDOWN)
Debug.ReloadFieldEnd()
If prohibition is activated declaring elemental hero clayman, and then in a separate chain imperial order is activated, the outcome is undefined behaviour, some times it will work properly, and both the clayman in the hand, and the clayman in the deck would be summonable, other times only one of them will be summonable, other times neither will be.
If an active prohibition is negated, randomly the forbidden status for cards not on the field won't be properly updated, thus making those cards unplayable. If building with gcc, this behaviour is more frequent, whereas when building with msvc, it happens less frequently.
If prohibition is activated declaring elemental hero clayman, and then in a separate chain imperial order is activated, the outcome is undefined behaviour, some times it will work properly, and both the clayman in the hand, and the clayman in the deck would be summonable, other times only one of them will be summonable, other times neither will be.