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Current Known Bugs list

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Re: Current Known Bugs list

Postby DennisBergkamp » 28 Jun 2010, 17:31

Beached As,

I think one of the most common bugs occurs in Input_PayManaCost, what happens is that manaCost is sometimes null.
This would probably fix it:

Code: Select all
    public Input_PayManaCost(SpellAbility sa) {
        originalManaCost = sa.getManaCost(); // Change
        originalCard = sa.getSourceCard();
           
        spell = sa;
       
        if(Phase.GameBegins == 1)  {
           if(sa.getSourceCard().isCopiedSpell() && sa.isSpell()) {
                if(spell.getAfterPayMana() != null) stopSetNext(spell.getAfterPayMana());
                else {
                   manaCost = new ManaCost("0");
                    AllZone.Stack.add(spell);
                }
           } else {
              manaCost = AllZone.GameAction.GetSpellCostChange(sa);
           }       
        }
        else
        {
           manaCost = new ManaCost(sa.getManaCost());
        }
(The added code is the last else block - and it seems to fix things) Do you see a better way to fix this?
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Re: Current Known Bugs list

Postby DennisBergkamp » 28 Jun 2010, 18:14

Corwin72 wrote:I just made a new build this morning.
To play with some of the new cards I built a black deck that I was considering suggesting a quest deck when I came to this game state

Undead Warchief -1/10
Cemetery Reaper 1/8
Lord of the Undead 3/6

I am still in the middle of this game.
Anything that you would like me to try?

**Update
So I got bored and started to play again and ignore the lords.
When I moused over them:

Undead Warchief -56/65
Cemetery Reaper -54/63
Lord of the Undead -52/61
The bug is with Undead Warchief (it adds too much defense, then subtracts an equal amount of attack), I've just fixed it.
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Re: Current Known Bugs list

Postby Corwin72 » 28 Jun 2010, 19:27

Thank you.
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Re: Current Known Bugs list

Postby Beached As » 29 Jun 2010, 11:13

DennisBergkamp wrote:Beached As,

I think one of the most common bugs occurs in Input_PayManaCost, what happens is that manaCost is sometimes null.
Hmm, if a null manacost is the problem then i guess your fix should be sufficient. However i will have a closer look once i've got access to eclipse again. Also, i'll probably be ading more changes to the coding in Input_Manacost as i was halfway through adding the rebound mechanic before i went on holiday.

DennisBergkamp wrote:The bug is with Undead Warchief (it adds too much defense, then subtracts an equal amount of attack), I've just fixed it.
Ahh, thanks Dennis. I've started coding some of the static bonuses similar to this one differently, in cards like Akroma's Memorial, Coat of Arms and the incarnations.
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Re: Current Known Bugs list

Postby ThanosIsKing » 29 Jun 2010, 23:07

Don't know if this has been a bug for some time; I'm playing around with a Painter's Stone deck with the CounterTop combo added in. The computer plays a spell, and when I go to activate the Top to see if Counterbalance can counter the spell, I get this:

An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com


null


Version:
Forge -- official beta: $Date: 2010-05-01 02:21:42 -0500 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $

Detailed error trace:
java.lang.NullPointerException
at forge.Input_PayManaCost.showMessage(Input_PayManaCost.java:101)
at forge.GuiInput.setInput(GuiInput.java:27)
at forge.GuiInput.update(GuiInput.java:21)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:10)
at forge.InputControl.setInput(InputControl.java:20)
at forge.GameAction.playSpellAbility(GameAction.java:1911)
at forge.GameAction.playCard(GameAction.java:1480)
at forge.InputUtil.playInstantAbility(InputUtil.java:10)
at forge.Input_StackNotEmpty.selectCard(Input_StackNotEmpty.java:78)
at forge.GuiInput.selectCard(GuiInput.java:48)
at forge.GuiDisplay3$8.mousePressed(GuiDisplay3.java:398)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Current Known Bugs list

Postby slowe » 30 Jun 2010, 00:22

ThanosIsKing wrote:Don't know if this has been a bug for some time; I'm playing around with a Painter's Stone deck with the CounterTop combo added in. The computer plays a spell, and when I go to activate the Top to see if Counterbalance can counter the spell, I get this:
That bug's already been fixed. :) You can get the patch here.
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Re: Current Known Bugs list

Postby s1886x » 30 Jun 2010, 04:16

something else i thought of. i'm not sure, but should floating mana remain between different phases? if i tap a land during my main phase, as soon as i switch to the attack phase, it disappears. not sure about how that should be
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Re: Current Known Bugs list

Postby Corwin72 » 30 Jun 2010, 04:25

that is correct. Changing phases will clear the pool.
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Re: Current Known Bugs list

Postby freestorageaccount » 30 Jun 2010, 05:53

While contemplating this program's life so far, I just realised Knight of the White Orchid is now playable. Isn't Forge terrific or what? :mrgreen:

I was playing a white deck in the "Don't Play with Matches" sub-quest. To alpha-strike the poor computer out of its misery, I played Brave the Elements and nearly selected 'green' at the dialog... except I clicked too low and my creatures were endowed with "protection from null". What a stunning ability!

In the middle of my Mind's Desire sequence, I cast All is Dust for free and lost the card representing the effect of Mind's Desire. And I still had a full set of Darksteel Colossus and Eldrazi to go. :evil: (We should totally have a quest opponent with 1000 or so life, like Arzakon. That'd be really cool.)
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Re: Current Known Bugs list

Postby Hellfish » 30 Jun 2010, 10:20

Man, 0626 has kept me off the forums, all my breaks go to the quest mode :lol:

I just noticed that there are some rather severe memory leaks sprinkled about the program. The most severe being when cheating cards into your card pool in quest mode, between 6 and 13 MB each time that doesn't seem to be released until closing Forge! I couldn't add more than three cards before running out of heap space and having to close (which made it pointless since those cards are gone again the next time I contine the quest). Just going into the quest deck editor also seems to leak 2 MB each time.

This may well be a "Known, but hard to fix" problem, but I figured I'd report it just the same. :)

EDIT: Blinkmoth Infusion has a stray "none" at the end of the rules text.
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Time to change the tune of his fearful ballad
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Re: Current Known Bugs list

Postby Almost_Clever » 01 Jul 2010, 00:45

If you untap Sensei's Divining Top (via Voltaic Key) while its card draw ability is on the stack and then tap it to select its card draw ability again, you end up with two copies of the top in your library (but then you immediately draw one of them). The first copy cannot be recast until you have both in your hand, at which point you can click on the one still in your hand to activate it's abilities. If forced to discard one, the other copy is totally useless.

If you cancel on selecting a creature in your graveyard to return to your hand for Sword of Light and Shadow 's triggered ability, you do not gain life.

Isochron Scepter can be activated even when it is tapped. Really nasty with Brain Freeze.

Lifelink is still triggering even if no damage is actually assigned (due to things like protection from the color of the lifelink's source). The same is true of Umezawa's Jitte (it will still get counters even if the equipped creature really doesn't deal any damage).
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Re: Current Known Bugs list

Postby s1886x » 01 Jul 2010, 09:01

when the computer plays sylvan messenger, it's supposed to reveal the top 4 cards. it skips that
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Re: Current Known Bugs list

Postby timmermac » 01 Jul 2010, 17:15

s1886x wrote:when the computer plays sylvan messenger, it's supposed to reveal the top 4 cards. it skips that
It actually seems to skip most reveal card effects, aside from Enlightened Tutor.
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Re: Current Known Bugs list

Postby DennisBergkamp » 01 Jul 2010, 17:23

Yeah, most of the reveal cards were coded a long time ago, and the reveal portion was kind of skipped... I've gone back and added it to a few cards, but still not nearly all of them.
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Re: Current Known Bugs list

Postby timmermac » 01 Jul 2010, 17:24

Attempting to regenerate an Albino Troll resulted in this
Code: Select all
An error has occured. You can copy/paste this message or save it to a file.
Please report this, plus what you tried to do, to:
   http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
   mtgerror@yahoo.com


null


Version:
Forge -- official beta: $Date: 2010-05-01 02:21:42 -0500 (Sat, 01 May 2010) $, SVN revision: $Revision: 916 $

Detailed error trace:
java.lang.NullPointerException
   at forge.Input_PayManaCost.showMessage(Input_PayManaCost.java:101)
   at forge.GuiInput.setInput(GuiInput.java:27)
   at forge.GuiInput.update(GuiInput.java:21)
   at java.util.Observable.notifyObservers(Unknown Source)
   at java.util.Observable.notifyObservers(Unknown Source)
   at forge.MyObservable.updateObservers(MyObservable.java:10)
   at forge.InputControl.setInput(InputControl.java:20)
   at forge.GameAction.playSpellAbility(GameAction.java:1911)
   at forge.GameAction.playCard(GameAction.java:1480)
   at forge.InputUtil.playInstantAbility(InputUtil.java:10)
   at forge.Input_Attack_Instant.selectCard(Input_Attack_Instant.java:28)
   at forge.GuiInput.selectCard(GuiInput.java:48)
   at forge.GuiDisplay3$8.mousePressed(GuiDisplay3.java:398)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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