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Forge Release 2018-01-15 ver 1.6.6

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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Zirbert » 17 Jan 2018, 21:47

shteev wrote:
torridus wrote:
@raphael75 pulled LQ images from Gatherer as PNGs here. I just uploaded a ZIP with the files prepared for Forge (converted to JPG and added the .full) https://drive.google.com/file/d/13I7nsq ... sp=sharing
Great, thanks! How do I get them into Forge, tho?
Find where your Forge pictures are stored (in Linux it's /home/<user>/.cache/forge/pics/cards/ - location may vary in lesser operating systems :-) ). Create a folder in there called RIX and extract the zip file into that.

EDIT - here's where to find the pictures in Windows and Mac, from the forge.profile.properties.example file:

# This is where forge will keep downloaded content, such as card pictures and
# updated price lists. The default values are:
# Windows: <your local application data directory>/Forge/Cache/
# (usually C:/Users/<your username>/Application Data/Local/Forge/Cache/)
# OSX: <your home directory>/Library/Caches/Forge/
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby someone » 18 Jan 2018, 10:00

Zirbert wrote:For some reason, this version of Forge won't run when I double-click the forge.sh file (Linux). That works in all my other versions of Forge (I still have the last couple "installed"). The text of forge.sh looks identical to the others, just with the version number changed:

Code: Select all
#!/bin/sh
cd "`dirname \"$0\"`"
java -Xmx1024m -jar forge-gui-desktop-1.6.6-jar-with-dependencies.jar
It's got the same setting/permissions (executable shell script) as previous versions. If I right-click on forge.sh and choose Actions - Run in Konsole (my distro's terminal - this also works in earlier versions of Forge), I get this error and nothing else happens:

Code: Select all
Warning: Could not start program '/home/zirbert/forge-gui-desktop-1.6.6/forge.sh' with arguments '/home/zirbert/forge-gui-desktop-1.6.6/forge.sh'.

Warning: No such file or directory
However, if I open a terminal in the folder and paste in the main command (java -Xmx1024m -jar forge-gui-desktop-1.6.6-jar-with-dependencies.jar), it runs fine.

Anybody see what I'm not seeing here? Running the command isn't a big problem, but I'm curious as to why double-clicking on it doesn't work as usual.
I had a problem running it on MacOS, though the forge.sh returned
Code: Select all
-bash: ./forge.sh: /bin/sh^M: bad interpreter: No such file or directory
This made me suspect that a control character had somehow been created inside the start scripts. I solved this by creating a new file I called forge2.sh that contained the exact same text, but I wrote it by myself and made runable. This did indeed work to run, so I copyed over forge.sh with forge2.sh.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby shteev » 18 Jan 2018, 14:46

I don't know if this is new or not, but since getting 1.6.6 I have seen Hunt the Weak both work perfectly sometimes, and also not work at all at other times ('couldn't add to stack, failed to target')
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby tjtillman » 18 Jan 2018, 17:49

So Golden Demise is working kinda funny.

It should be -2/-2 to all creatures, or if you have the city's blessing, -2/-2 to only the opponent's creatures. What appears to be happening is that it's giving -2/-2 to ALL creatures and then an additional -2/-2 to just the opponent's creatures if you control the city's blessing, net result being -2/-2 to your creatures, -4/-4 to theirs.

Edit: I cast it another time when I already had the City's Blessing and it worked as expected. It may be the case that it does BOTH if you didn't already have the City's Blessing before Golden Demise was cast, but do now have ten permanents.
Last edited by tjtillman on 18 Jan 2018, 23:37, edited 2 times in total.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Zirbert » 18 Jan 2018, 22:19

someone wrote:This made me suspect that a control character had somehow been created inside the start scripts. I solved this by creating a new file I called forge2.sh that contained the exact same text, but I wrote it by myself and made runable. This did indeed work to run, so I copyed over forge.sh with forge2.sh.
Thanks! I did something similar: copied a renamed version of forge.sh from version 1.6.4's folder into the new version's folder, edited it to change the reference to the filename (1.6.4 to 1.6.6.), and it worked. Must have been a hidden character - I had even compared the two files in a text editor and only found the one numeral's difference, but there was evidently something there.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby tjtillman » 19 Jan 2018, 00:00

Sword Guardian should be a commmon.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Zirbert » 19 Jan 2018, 03:37

The AI had one copy of Sporogenesis in play, and one creature with one Fungus counter on it. I killed that creature, and four separate Sporogenesis triggers went on the stack, creating four saprolings.

In our next game the AI had two copies of Sporogenesis on the battlefield, and I killed one of its creatures that had six fungus counters on it. Again, four triggers, for a total of 24 saprolings.

I verified that the AI's deck had four copies of Sporogenesis (playing in Dev mode). It looks like copies in the library are triggering when a creature with a fungus counter dies.

I think the problem is that the TriggerZone$ parameter is missing from the death trigger section of the script. Here's a (hopefully) fixed version:

Code: Select all
Name:Sporogenesis
ManaCost:3 G
Types:Enchantment
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigPutCounter | TriggerDescription$ At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.
SVar:TrigPutCounter:DB$ PutCounter | ValidTgts$ Creature.nonToken | TgtPrompt$ Select target nontoken creature | CounterType$ FUNGUS | CounterNum$ 1
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Creature.counters_GE1_FUNGUS | TriggerZones$ Battlefield | Execute$ TrigToken | TriggerDescription$ Whenever a creature with a fungus counter on it dies, create a 1/1 green Saproling creature token for each fungus counter on that creature.
SVar:TrigToken:DB$ Token | TokenAmount$ X | References$ X | TokenName$ Saproling | TokenTypes$ Creature,Saproling | TokenOwner$ You | TokenColors$ Green | TokenPower$ 1 | TokenToughness$ 1
SVar:X:TriggeredCard$CardCounters.FUNGUS
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Any | ValidCard$ Card.Self | Execute$ TrigRemove | TriggerController$ TriggeredCardController | TriggerDescription$ When CARDNAME leaves the battlefield, remove all fungus counters from all creatures.
SVar:TrigRemove:DB$ RepeatEach | RepeatCards$ Creature | RepeatSubAbility$ DBRemoveFungus
SVar:DBRemoveFungus:DB$ RemoveCounter | Defined$ Remembered | CounterType$ FUNGUS | CounterNum$ All
DeckHas:Ability$Token
SVar:Picture:http://www.wizards.com/global/images/magic/general/sporogenesis.jpg
Oracle:At the beginning of your upkeep, you may put a fungus counter on target nontoken creature.\nWhenever a creature with a fungus counter on it dies, create a 1/1 green Saproling creature token for each fungus counter on that creature.\nWhen Sporogenesis leaves the battlefield, remove all fungus counters from all creatures.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Zirbert » 19 Jan 2018, 03:49

I had a copy of Howltooth Hollow manifested onto the battlefield as a face-down creature by Sultai Emissary's ability. I sacrificed it to Call to the Grave's effect, and this happened:

Code: Select all
Description: [describe what you were doing when the crash occurred]

[spoiler=RuntimeException][code]
Forge Version:    1.6.6-r-1u
Operating System: Linux 3.13.0-58-lowlatency amd64
Java Version:     1.8.0_131 Oracle Corporation

java.lang.RuntimeException: AbilityFactory : getAbility --  has no SVar: DBHideawayEffect
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:147)
   at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:137)
   at forge.game.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:573)
   at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:359)
   at forge.game.trigger.TriggerHandler.runWaitingTriggers(TriggerHandler.java:327)
   at forge.game.zone.MagicStack.unfreezeStack(MagicStack.java:162)
   at forge.game.zone.MagicStack.finishResolving(MagicStack.java:551)
   at forge.game.zone.MagicStack.resolveStack(MagicStack.java:527)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:1007)
   at forge.game.GameAction.startGame(GameAction.java:1634)
   at forge.game.Match.startGame(Match.java:87)
   at forge.match.HostedMatch$2.run(HostedMatch.java:225)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617)
   at java.lang.Thread.run(Thread.java:748)
[/code][/spoiler]
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Sprague » 20 Jan 2018, 01:11

Thank you for doing such marvelous work! Messing around with Forge, playing Quests, and fiddling with making my own custom sets has been great fun ever since I found out about this lovely program.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Sprague » 20 Jan 2018, 05:44

Possible bug: if I have a Soulfire Grand Master (which gives my instants and sorceries lifelink) on the battlefield and kill a creature with Searing Blood (which deals 2 damage to a creature, then 3 damage to its controller when that creature dies), I only gain 2 life, instead of the full 5.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby tjtillman » 20 Jan 2018, 06:54

Stole a 2 cmc creature from opponent with Angrath, but it was not sacrificed at my end step
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Bladezen » 20 Jan 2018, 09:26

I'm guessing this isn't available on mobile yet? Downloaded the file said couldn't open.
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Agetian » 20 Jan 2018, 11:52

Bladezen wrote:I'm guessing this isn't available on mobile yet? Downloaded the file said couldn't open.
Yeah, the mobile build is still in the works due to the delay caused by a slowdown bug. Details here: viewtopic.php?f=26&t=20479&start=495#p221989

- Agetian
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby alchemyprime » 20 Jan 2018, 17:32

Bug: Oathsworn Vampire says its trigger is "when you control a Zombie" and not "If you gained life this turn."
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Re: Forge Release 2018-01-15 ver 1.6.6

Postby Bladezen » 20 Jan 2018, 17:56

Agetian wrote:
Bladezen wrote:I'm guessing this isn't available on mobile yet? Downloaded the file said couldn't open.
Yeah, the mobile build is still in the works due to the delay caused by a slowdown bug. Details here: viewtopic.php?f=26&t=20479&start=495#p221989

- Agetian
Alright sounds good, hopefully all goes well can't wait
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