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Re: Current Known Bugs list

PostPosted: 19 Dec 2010, 04:53
by Professor
In back to back draft games my AI opponent cast a Deft Duelist with only Plains and Mountains in play, then cast a Qasali Pridemage with only Swamps and Forests in play.

Re: Current Known Bugs list

PostPosted: 19 Dec 2010, 11:42
by Chris H.
s1886x wrote:a deck called 'turboland' i think couldn't load:

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CardFactory : getCard() invalid card name - All is Dust
`
If the Turboland deck is a ".dck" file, then you should be able to load it into a text editor. Find "All is Dust" and replace it with "All Is Dust". :D (Edit by Rob - Notice the capital "I")

Re: Current Known Bugs list

PostPosted: 19 Dec 2010, 20:12
by slappysquirrel
in quest mode, i purchase the plant and when i try to use it, it wont let me. the only options are no plant/pet or none!!! i was able to use it in older versions of forge. i copied the quest data file into the res folder, and the main folder as i dont know really where i should put it.

Re: Current Known Bugs list

PostPosted: 19 Dec 2010, 21:04
by Chris H.
Chris H. wrote:
s1886x wrote:a deck called 'turboland' i think couldn't load:

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CardFactory : getCard() invalid card name - All is Dust
`
If the Turboland deck is a ".dck" file, then you should be able to load it into a text editor. Find "All is Dust" and replace it with "All Is Dust". :D (Edit by Rob - Notice the capital "I")
`
Rob is right about pointing out the need for the capital "I". This card recently had the card name changed. This does not happen very often.

Mark of Asylum

PostPosted: 19 Dec 2010, 21:43
by asret
When I have Mark of Asylum in play along with cards like Pestilence ALL creatures are protected, not just mine.

In staticDamagePrevention in Card.java this:

Code: Select all
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", player)))return 0;
Should probably be changed to:

Code: Select all
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", this.controller)))return 0;
The card being damaged needs to check if its controller has Mark of Asylum in play, not whether the controller of the source of the damage has it.

Purity

PostPosted: 19 Dec 2010, 21:59
by asret
Purity is only supposed to stop non-combat damage, but is currently stopping all damage.

In staticDamagePrevention in Player.java this line should probably be removed:

Code: Select all
if (AllZoneUtil.isCardInPlay("Purity", this)) return 0;

Re: Current Known Bugs list

PostPosted: 19 Dec 2010, 22:52
by anikitin
When copying my Plant Wall and Wolf Pet (purchased in Quest Mode) with Rhys the Redeemed, I found out that while originals had abilities, copies only retained power/toughness but had no abilities.
Also, abilities of Icatian Priest and Seedcradle Witch seem to work incorrectly when played more than once at a time. I play them once, everything is OK, I play them once again straight away and the first ability's target changes to the second one's target, meaning I have 2 abilities targeting the same creature. Moreover, the second ability doesn't have any effect at all!

Re: Mark of Asylum

PostPosted: 20 Dec 2010, 06:31
by Sloth
asret wrote:When I have Mark of Asylum in play along with cards like Pestilence ALL creatures are protected, not just mine.

In staticDamagePrevention in Card.java this:

Code: Select all
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", player)))return 0;
Should probably be changed to:

Code: Select all
if((!isCombat && AllZoneUtil.isCardInPlay("Mark of Asylum", this.controller)))return 0;
The card being damaged needs to check if its controller has Mark of Asylum in play, not whether the controller of the source of the damage has it.
Actually the variable player should have been this.getController from the start. :? Now Fixed!

asret wrote:Purity is only supposed to stop non-combat damage, but is currently stopping all damage.

In staticDamagePrevention in Player.java this line should probably be removed:

Code: Select all
if (AllZoneUtil.isCardInPlay("Purity", this)) return 0;
I moved it out of the isCombat bracket and checked !isCombat too (it's important that Purity is checked in staticDamagePrevention, so the AI will notice).
Thank you for the reports and solutions asret!


anikitin wrote:When copying my Plant Wall and Wolf Pet (purchased in Quest Mode) with Rhys the Redeemed, I found out that while originals had abilities, copies only retained power/toughness but had no abilities.
Also, abilities of Icatian Priest and Seedcradle Witch seem to work incorrectly when played more than once at a time. I play them once, everything is OK, I play them once again straight away and the first ability's target changes to the second one's target, meaning I have 2 abilities targeting the same creature. Moreover, the second ability doesn't have any effect at all!
These are both known problems and they are on our TODO list. Try to use targeted abilities one at a time (let the first one resolve before you put the second on the stack) anikitin.

Re: Current Known Bugs list

PostPosted: 20 Dec 2010, 10:21
by s1886x
hello, i've mentioned problems that i was having with omnath, locus of mana before, and i received a reply that the problems have been addressed. however, i have downloaded the latest beta, 1211, and the same problems persist. namely, omnath sometimes dies instantly as if his toughness was zero, or sometimes he comes out normally, but he dies when i use up some (not necessarily all) of the green mana in my mana pool. and finally, if i finish the game after having played him, he enters the field in the following game with the stats that he had at last check in the previous game. if these problems truly have been addressed, then is it possible that the solutions were not included in the 1211 beta?


edit: omnath also continues to grow when he is taken control of by the opponent. my mana disappears, but he still grows. if i use the mana, he shrinks, but if i just let the mana disappear at end of phase, then he stays pumped. just sayi'n for when you get to this

Re: Current Known Bugs list

PostPosted: 20 Dec 2010, 10:29
by s1886x
friarsol wrote:
anikitin wrote:When AI played Do or Die on me, I wasn't given any choice. Apparently, piles are chosen by caster, whereas they should be chosen by "victim"
Actually Do Or Die is completely completely incorrect. The sacrificed cards are random instead of how the card actually works. It does say so on the card. I have no idea why it was coded up to work completely differently than how the card actually works.

s1886x wrote:the deck 'black and white' caused this error when i tried to play it
I have no idea what deck this is (or where you found it) but if you can open it, the name should be "Scrubland" not "Scrublands". I searched locally and couldn't find one called that.
it turns out that it was actually a deck called 'blackwhite'...sorry for the confusion

Re: Current Known Bugs list

PostPosted: 20 Dec 2010, 15:14
by slapshot5
s1886x wrote:hello, i've mentioned problems that i was having with omnath, locus of mana before, and i received a reply that the problems have been addressed. however, i have downloaded the latest beta, 1211, and the same problems persist. namely, omnath sometimes dies instantly as if his toughness was zero, or sometimes he comes out normally, but he dies when i use up some (not necessarily all) of the green mana in my mana pool. and finally, if i finish the game after having played him, he enters the field in the following game with the stats that he had at last check in the previous game. if these problems truly have been addressed, then is it possible that the solutions were not included in the 1211 beta?
Many of the cards with static pumping like this were fixed for the last beta. Omnath, Locus of Mana was not one of them however. It's on the list. I just need to add counting of mana in the mana pool to the standard code.

-slapshot5

Re: Current Known Bugs list

PostPosted: 21 Dec 2010, 06:09
by s1886x
i set the deck to 'random' and got this message:

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CardFactory : getCard() invalid card name - Klaas, Elf Friend


Version:
Forge -- official beta: $Date: 2010-09-14 08:34:27 -0400 (Tue, 14 Sep 2010) $, SVN revision: $Revision: 2039 $

OS: Windows Vista Version: 6.0 Architecture: x86

Java Version: 1.6.0_11 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.RuntimeException: CardFactory : getCard() invalid card name - Klaas, Elf Friend
at forge.CardFactory.getCard2(CardFactory.java:258)
at forge.CardFactory.getCard(CardFactory.java:236)
at forge.GameAction.newGame(GameAction.java:2425)
at forge.Gui_NewGame.startButton_actionPerformed(Gui_NewGame.java:587)
at forge.Gui_NewGame$11.actionPerformed(Gui_NewGame.java:421)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
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)

Forge Crash report

PostPosted: 21 Dec 2010, 09:02
by zaroblan
Greetings,
I received the following while playing a game this morning.
Thanks,
Robert


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
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null


Version:
Forge -- official beta: $Date: 2010-09-14 08:34:27 -0400 (Tue, 14 Sep 2010) $, SVN revision: $Revision: 2039 $

OS: Windows XP Version: 5.1 Architecture: x86

Java Version: 1.6.0_23 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
at forge.CardFactoryUtil.isTargetStillValid(CardFactoryUtil.java:3447)
at forge.MagicStack.hasFizzled(MagicStack.java:576)
at forge.MagicStack.resolveStack(MagicStack.java:479)
at forge.Phase.passPriority(Phase.java:570)
at forge.Input_PassPriority.selectButtonOK(Input_PassPriority.java:35)
at forge.GuiInput.selectButtonOK(GuiInput.java:35)
at forge.GuiDisplay3.okButtonActionPerformed(GuiDisplay3.java:1012)
at forge.GuiDisplay3.access$3(GuiDisplay3.java:1011)
at forge.GuiDisplay3$26.actionPerformed(GuiDisplay3.java:806)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
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)

Re: Current Known Bugs list

PostPosted: 21 Dec 2010, 09:38
by SoulStorm
While studying cards to figure out how to add Captivating Vampire, I noticed that Gravespawn Sovereign should be: Cost$tapXType<5/Zombie> instead of Cost$ T tapXType<5/Zombie>.

Thanks!

Re: when will a new version be available?

PostPosted: 21 Dec 2010, 13:42
by zaroblan
(Moved)

My biggest issue is when say the AI has multiple creatures with the "tap target creature ability". The Ai attempts to target different creatures as one would expect BUT the very first creature on your side of the battlefield is the only one which ever gets tapped. This is even though the status text being displayed says different creatures are being targeted. This is usually beneficial to you as a player but detracts from the game playability. If this first creature on your side of the battlefield is removed somehow, the targeting of the AI goes haywire, or else taps nothing.