Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Hanmac » 26 Jul 2016, 18:47
Already has been hot fixed try newer version.fmartel wrote:Description: [in a commander game, before AI2's turn, at his Upkeep, Crash occured]
I read it's in relation with commander Ulrich of the Krallenhorde
- RuntimeException | Open
- Code: Select all
Forge Version: 1.5.55-SNAPSHOT-r31713
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_25 Oracle Corporation
java.lang.RuntimeException: AbilityFactory : getAbility -- no API in Ulrich, Uncontested Alpha:
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:106)
at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:500)
at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:366)
at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:330)
at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:290)
at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:167)
at forge.game.zone.MagicStack.finishResolving(MagicStack.java:569)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:518)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:974)
at forge.game.GameAction.startGame(GameAction.java:1460)
at forge.game.Match.startGame(Match.java:95)
at forge.match.HostedMatch$2.run(HostedMatch.java:220)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Re: Bug Reports (snapshot builds)
by Hanmac » 26 Jul 2016, 19:38
@Agetian: i think i might found the problem.
in clearInstrinsicActiveTriggers,
i added a fix into it that the Trigger is removed,
if it says it belongs to Card C, but C does not know about the Trigger.
that might fix the problem with the Transformed cards, they seems to work in my local test (with your hotfix removed)
i still don't understand what he problem is/was there.
we might need to test it to check if it does work correct.
in clearInstrinsicActiveTriggers,
i added a fix into it that the Trigger is removed,
if it says it belongs to Card C, but C does not know about the Trigger.
that might fix the problem with the Transformed cards, they seems to work in my local test (with your hotfix removed)
i still don't understand what he problem is/was there.
we might need to test it to check if it does work correct.
Re: Bug Reports (snapshot builds)
by Agetian » 26 Jul 2016, 19:50
The basic test indicates that this works correctly (at least the triggers fire correctly upon transformation both ways). What else should we test specifically to make sure that nothing else is broken?Hanmac wrote:@Agetian: i think i might found the problem.
in clearInstrinsicActiveTriggers,
i added a fix into it that the Trigger is removed,
if it says it belongs to Card C, but C does not know about the Trigger.
that might fix the problem with the Transformed cards, they seems to work in my local test (with your hotfix removed)
i still don't understand what he problem is/was there.
we might need to test it to check if it does work correct.
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Re: Bug Reports (snapshot builds)
by Hanmac » 26 Jul 2016, 20:01
i don't know, the solution seems to be to good to be true ...
it might fix the syndrome, but maybe not the cause of it.
but we can move it a bit away because it does look like if it fixed,
and we can look at it again when the problem appears again.
Other stuff like the stuff with he DestroyAll cards seems to be more important imo. (for what it looks like that something is wrong with the Gamestate and the check of the triggers)
it might fix the syndrome, but maybe not the cause of it.
but we can move it a bit away because it does look like if it fixed,
and we can look at it again when the problem appears again.
Other stuff like the stuff with he DestroyAll cards seems to be more important imo. (for what it looks like that something is wrong with the Gamestate and the check of the triggers)
Re: Bug Reports (snapshot builds)
by Agetian » 26 Jul 2016, 20:03
Yep, agreed! I'll keep an eye open for related trouble then, and I'll either try to fix it or bring it up here if I identify anything odd that I can't fix.Hanmac wrote:i don't know, the solution seems to be to good to be true ...
it might fix the syndrome, but maybe not the cause of it.
but we can move it a bit away because it does look like if it fixed,
and we can look at it again when the problem appears again.
Other stuff like the stuff with he DestroyAll cards seems to be more important imo. (for what it looks like that something is wrong with the Gamestate and the check of the triggers)
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Re: Bug Reports (snapshot builds)
by fmartel » 26 Jul 2016, 20:19
Description: [Starting Forge ! ]
Error not prensent in r-31727
Error not prensent in r-31727
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.55-SNAPSHOT-r31728
Operating System: Windows 7 6.1 amd64
Java Version: 1.7.0_25 Oracle Corporation
java.lang.NullPointerException
at forge.toolbox.FSkin.setImage(FSkin.java:1428)
at forge.toolbox.FSkin.loadFull(FSkin.java:1193)
at forge.control.FControl.initialize(FControl.java:219)
at forge.view.Main.main(Main.java:51)
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Re: Bug Reports (snapshot builds)
by Hanmac » 27 Jul 2016, 14:21
Diregraf Colossus does not count itself when casted from the graveyard as it should:
===
then i used Ever After to return two Diregraf Colossus from the graveyard.
the first one did get two +1/+1 counter as it should,
the second one only gets one +1/+1 counter.
imo they both should get two counters.
i used Havengul Lich, to give it "mayPlay" from graveyard.4/8/2016: If Diregraf Colossus enters the battlefield from your graveyard, its first ability will count itself among the Zombie cards in your graveyard. Similarly, if it enters the battlefield at the same time as another Zombie card enters the battlefield from your graveyard, the ability will count that other Zombie.
===
then i used Ever After to return two Diregraf Colossus from the graveyard.
the first one did get two +1/+1 counter as it should,
the second one only gets one +1/+1 counter.
imo they both should get two counters.
Re: Bug Reports (snapshot builds)
by xbon » 27 Jul 2016, 21:10
Description: Just used Patrician's Scorn without paying mana cost
- NullPointerException | Open
- Code: Select all
Forge Version: 1.5.55-SNAPSHOT-r31744
Operating System: Windows 10 10.0 amd64
Java Version: 1.8.0_101 Oracle Corporation
java.lang.NullPointerException
at forge.game.staticability.StaticAbilityCantAttackBlock.applyCantAttackAbility(StaticAbilityCantAttackBlock.java:57)
at forge.game.staticability.StaticAbility.applyAbility(StaticAbility.java:406)
at forge.game.combat.CombatUtil.canAttack(CombatUtil.java:220)
at forge.game.combat.CombatUtil.canAttack(CombatUtil.java:173)
at forge.match.input.InputAttack.isBandingPossible(InputAttack.java:308)
at forge.match.input.InputAttack.<init>(InputAttack.java:63)
at forge.player.PlayerControllerHuman.declareAttackers(PlayerControllerHuman.java:872)
at forge.game.phase.PhaseHandler.declareAttackersTurnBasedAction(PhaseHandler.java:474)
at forge.game.phase.PhaseHandler.onPhaseBegin(PhaseHandler.java:269)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:971)
at forge.game.GameAction.startGame(GameAction.java:1460)
at forge.game.Match.startGame(Match.java:95)
at forge.match.HostedMatch$2.run(HostedMatch.java:220)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Re: Bug Reports (snapshot builds)
by Marek14 » 28 Jul 2016, 07:13
Well, when CAST from the graveyard, it should not count itself, because then it's entering the battlefield from stack. But when directly put onto the battlefield from the graveyard, sure.Hanmac wrote:Diregraf Colossus does not count itself when casted from the graveyard as it should:i used Havengul Lich, to give it "mayPlay" from graveyard.4/8/2016: If Diregraf Colossus enters the battlefield from your graveyard, its first ability will count itself among the Zombie cards in your graveyard. Similarly, if it enters the battlefield at the same time as another Zombie card enters the battlefield from your graveyard, the ability will count that other Zombie.
===
then i used Ever After to return two Diregraf Colossus from the graveyard.
the first one did get two +1/+1 counter as it should,
the second one only gets one +1/+1 counter.
imo they both should get two counters.
Re: Bug Reports (snapshot builds)
by Hanmac » 28 Jul 2016, 07:30
Okay I am sold for the cast thing.
But for ever after we might need to find a way to check the game state before the spell resolves.
That might fix my problem with sone of the DestroyAll spells too.
But might be to complicated for me alone to do it and i have currently another thing to do. (The MayPlay thing)
But for ever after we might need to find a way to check the game state before the spell resolves.
That might fix my problem with sone of the DestroyAll spells too.
But might be to complicated for me alone to do it and i have currently another thing to do. (The MayPlay thing)
Re: Bug Reports (snapshot builds)
by friarsol » 28 Jul 2016, 13:57
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Re: Bug Reports (snapshot builds)
by Hanmac » 28 Jul 2016, 14:31
I will check this out later, probably I broke it, but I remember testing it.
Other possible way is that the AI is cheating!
Edit:
The Output for madness is broken somehow.
Gisa's Binding shows wrong Text
While Asylum Visitor does work
Re: Bug Reports (snapshot builds)
by friarsol » 28 Jul 2016, 14:52
HEY that's my line!Hanmac wrote:Other possible way is that the AI is cheating!
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Re: Bug Reports (snapshot builds)
by Hanmac » 28 Jul 2016, 14:58
I am currently on the Road so I cant Investigate it now. (I like that word Investigate xD)
But there is the possibility that when i move the sacrifice trigger into the keyword, the AI might use another way to cast Evoke and does Bypass my change.
Same as the AI is currently cheating with Madness spells. (They stay in exile)
But there is the possibility that when i move the sacrifice trigger into the keyword, the AI might use another way to cast Evoke and does Bypass my change.
Same as the AI is currently cheating with Madness spells. (They stay in exile)
Re: Bug Reports (snapshot builds)
by friarsol » 28 Jul 2016, 15:17
I was thinking this might be because the AI tries to start casting the Madness spell and fails.Hanmac wrote:Same as the AI is currently cheating with Madness spells. (They stay in exile)
Generally how it should work:
1) Discard a madness card straight to exile
2) Choose whether you want to cast it or put it in your graveyard
2a) Cast
2b) Put in graveyard.
But the AI does
1) Discard a madness card straight to exile
2) Choose whether you want to cast it or put it in your graveyard
2a) Cast
2b) Put in graveyard.
3a) Fails to cast, (Return card to the zone it came from - Exile)
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