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Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2016, 18:47
by Hanmac
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)
Already has been hot fixed try newer version.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2016, 19:38
by Hanmac
@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.

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2016, 19:50
by Agetian
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.
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?

- Agetian

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2016, 20:01
by Hanmac
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)

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2016, 20:03
by Agetian
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)
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.

- Agetian

Re: Bug Reports (snapshot builds)

PostPosted: 26 Jul 2016, 20:19
by fmartel
Description: [Starting Forge ! :o ]
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)

Re: Bug Reports (snapshot builds)

PostPosted: 27 Jul 2016, 14:21
by Hanmac
Diregraf Colossus does not count itself when casted from the graveyard as it should:
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.
i used Havengul Lich, to give it "mayPlay" from graveyard.

===
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)

PostPosted: 27 Jul 2016, 21:10
by xbon
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)
Another bug, same revision: Stone Idol Trap does not receive a cost reduction when using in DA phase after opponent has declared attackers. (nor is it written in the card detail box that it should)

Re: Bug Reports (snapshot builds)

PostPosted: 28 Jul 2016, 07:13
by Marek14
Hanmac wrote:Diregraf Colossus does not count itself when casted from the graveyard as it should:
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.
i used Havengul Lich, to give it "mayPlay" from graveyard.

===
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.
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.

Re: Bug Reports (snapshot builds)

PostPosted: 28 Jul 2016, 07:30
by Hanmac
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)

Re: Bug Reports (snapshot builds)

PostPosted: 28 Jul 2016, 13:57
by friarsol
r31755

AI just cast a Shriekmaw for it's evoke cost and it didn't trigger it's sacrifice on ETB portion. And a Briarhorn the same way three seconds later.

Re: Bug Reports (snapshot builds)

PostPosted: 28 Jul 2016, 14:31
by Hanmac
friarsol wrote:r31755

AI just cast a Shriekmaw for it's evoke cost and it didn't trigger it's sacrifice on ETB portion. And a Briarhorn the same way three seconds later.
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)

PostPosted: 28 Jul 2016, 14:52
by friarsol
Hanmac wrote:Other possible way is that the AI is cheating!
HEY that's my line! :D

Re: Bug Reports (snapshot builds)

PostPosted: 28 Jul 2016, 14:58
by Hanmac
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)

Re: Bug Reports (snapshot builds)

PostPosted: 28 Jul 2016, 15:17
by friarsol
Hanmac wrote:Same as the AI is currently cheating with Madness spells. (They stay in exile)
I was thinking this might be because the AI tries to start casting the Madness spell and fails.

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)