Bug reports
by ubeefx
Moderators: ubeefx, beholder, melvin, ShawnieBoy, Lodici, CCGHQ Admins
Re: Bug reports
by ShawnieBoy » 22 Jul 2014, 03:26
Works fine for me - For some reason when I was using the Game layer it was still not functioning.
Glad it's sorted and that "has can't" has been tidied up too
Glad it's sorted and that "has can't" has been tidied up too
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ShawnieBoy - Programmer
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Re: Bug reports
by ShawnieBoy » 23 Jul 2014, 14:35
Looking at the logs, it seems that Grenzo, Dungeon Warden is activated while a library is empty? That's assuming a 40 card deck, and counting all cards in hand+graveyard+battlefield for the AI.muaddib wrote:Game crushed when game session started.
Would explain an index out of bounds error.
Are you using the latest build? There's already a check for an empty library in the groovy.
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ShawnieBoy - Programmer
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Re: Bug reports
by muppet » 24 Jul 2014, 11:48
Not a bug. Ok the search works as well as can be expected for example fetch lands and Stoneforge Mystic.
So I thought I'd turn to the next thing which is A.I. has a 1/1 I have a 2/2 A.I. will mostly attack. I suspect there must be something in the evaluation function that has positive value assigned to dealing damage to creatures that doesn't kill them. I think a good first move would be to just remove this completely and see what effect that has. I haven't done any coding since basic was a language or I might have a go myself.
So I thought I'd turn to the next thing which is A.I. has a 1/1 I have a 2/2 A.I. will mostly attack. I suspect there must be something in the evaluation function that has positive value assigned to dealing damage to creatures that doesn't kill them. I think a good first move would be to just remove this completely and see what effect that has. I haven't done any coding since basic was a language or I might have a go myself.
Re: Bug reports
by jerichopumpkin » 24 Jul 2014, 21:58
evolve triggers when you play an enchantment creature using bestow. Rulings is not very clear, but hints in the direction that that should not happen. Anyone has more insight on this?
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Re: Bug reports
by ShawnieBoy » 24 Jul 2014, 23:42
That's a bug - When a 'creature' comes into play by paying it's bestow cost, it's not a creature, it's an aura (not an enchantment, creature, aura). Evolve only triggers when a creature enters the battlefield, not cast. As a bestowed 'creature' is an aura, it shouldn't trigger evolve.jerichopumpkin wrote:evolve triggers when you play an enchantment creature using bestow. Rulings is not very clear, but hints in the direction that that should not happen. Anyone has more insight on this?
When it's no longer attached to anything it loses 'aura' and gains 'creature' and so still shouldn't trigger evolve as it's already on the battlefield.
Will have a look at the coding - nice find.
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Re: Bug reports
by muaddib » 25 Jul 2014, 12:07
I'm using Magarena 1.51.
When I generate new opponent deck game crush disappered.
Below opponents deck that generate crush.
When I generate new opponent deck game crush disappered.
Below opponents deck that generate crush.
- Attachments
-
- comp1.dec
- (513 Bytes) Downloaded 167 times
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muaddib - Tester
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Re: Bug reports
by ShawnieBoy » 25 Jul 2014, 12:13
This is Grenzo, Dungeon Warden again - if you use the most recent version of him, it will be fine.muaddib wrote:I'm using Magarena 1.51.
When I generate new opponent deck game crush disappered.
Below opponents deck that generate crush.
Here it is if your convenience:
- Code: Select all
[
new MagicPermanentActivation(
new MagicActivationHints(MagicTiming.Token),
"Reanimate"
) {
@Override
public Iterable<MagicEvent> getCostEvent(final MagicPermanent source) {
return [
new MagicPayManaCostEvent(source, "{2}")
];
}
@Override
public MagicEvent getPermanentEvent(final MagicPermanent source, final MagicPayedCost payedCost) {
return new MagicEvent(
source,
this,
"PN puts the bottom card of his or her library into his or her graveyard. "+
"If it's a creature card with power less than or equal to SN's power, PN puts it onto the battlefield."
);
}
@Override
public void executeEvent(final MagicGame game, final MagicEvent event) {
if (event.getPlayer().getLibrary().size() > 0) {
final MagicCard card = event.getPlayer().getLibrary().getCardAtBottom();
game.doAction(new MagicRemoveCardAction(card,MagicLocationType.OwnersLibrary));
game.doAction(new MagicMoveCardAction(card,MagicLocationType.BottomOfOwnersLibrary,MagicLocationType.Graveyard));
game.logAppendMessage(event.getPlayer()," ("+card.getName()+") ");
if (
card.hasType(MagicType.Creature) &&
(card.getPower() <= event.getPermanent().getPower())
) {
game.doAction(new MagicReanimateAction(card,event.getPlayer()));
game.logAppendMessage(event.getPlayer()," put onto the Battlefield.")
}
}
}
}
]
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ShawnieBoy - Programmer
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Re: Bug reports
by muppet » 25 Jul 2014, 12:29
Hmm I seem to have broken my magearena somehow. Ok so I had a crash last time I used it but had no time to investigate. Now whenever I start up the program it crashes. So I tried an old version 1.51 and 1.47 to see if it was the version I had downloaded but they don't load either. So I updated my java and rebooted and reinstalled the 1.52 I had got and it still crashes here is the log from the fresh install no Idea what I have done.
- crash.log
- (5.88 KiB) Downloaded 163 times
Re: Bug reports
by Lodici » 25 Jul 2014, 12:39
Please see issue 622. In summary, add "-noverify" to the commandline.muppet wrote:Hmm I seem to have broken my magearena somehow. Ok so I had a crash last time I used it but had no time to investigate. Now whenever I start up the program it crashes. So I tried an old version 1.51 and 1.47 to see if it was the version I had downloaded but they don't load either. So I updated my java and rebooted and reinstalled the 1.52 I had got and it still crashes here is the log from the fresh install no Idea what I have done.
Re: Bug reports
by muppet » 25 Jul 2014, 12:43
thanks I thought I might aswell try the absolute latest version and that seems to have fixed it but i'll read 622 in case its a temporary fix and I break it again.
Re: Bug reports
by jerichopumpkin » 28 Jul 2014, 20:51
Wight of Precinct Six calculate it's bonus based on the active player's opponent instead of your opponent, so during the AI's turn, it gets +1/+1 for each creature in your graveyard
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Re: Bug reports
by melvin » 29 Jul 2014, 10:04
Thanks for the report! Fixed in https://code.google.com/p/magarena/sour ... bd4b1ea15djerichopumpkin wrote:Wight of Precinct Six calculate it's bonus based on the active player's opponent instead of your opponent, so during the AI's turn, it gets +1/+1 for each creature in your graveyard
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melvin - AI Programmer
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Re: Bug reports
by PalladiaMors » 02 Aug 2014, 02:33
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Re: Bug reports
by melvin » 02 Aug 2014, 03:26
Good catch, the card script for Perplex was missing the line "ability=transmute {U}{B}". Fixed in https://code.google.com/p/magarena/sour ... a397a3ecfe
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melvin - AI Programmer
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