Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by krevett » 22 Mar 2012, 14:32
Not only life paid for phyrexian mana but any alternative cost asking to pay life (such as Force of Will) is not added back if the action is cancelled.Max mtg wrote:Lives paid for phyrexian mana do not roll back.
WTR: I am about to activate Birthig Pod's ability. I pay 2 lives and 1 colorless - it asks me to choose a creature with an option to cancel. As I cancel, the manasource of colorless mana is untapped, but lives are not added back as compensation for PG.
Is it possible to fix that?
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Re: Bug Reports (snapshot builds)
by Chris H. » 23 Mar 2012, 09:58
I updated to rev 14875 and launched forge from within Eclipse and I noticed this in the console:
SubAbility not found for: Soul's Fire (18822)
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Re: Bug Reports (snapshot builds)
by moomarc » 23 Mar 2012, 13:51
Sorry. The fix was committed minutes after the build was released. I thought I managed to beat it.Chris H. wrote:I updated to rev 14875 and launched forge from within Eclipse and I noticed this in the console:SubAbility not found for: Soul's Fire (18822)

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Re: Bug Reports (snapshot builds)
by Chris H. » 23 Mar 2012, 14:20
`moomarc wrote:Sorry. The fix was committed minutes after the build was released. I thought I managed to beat it.
No problem, at least we have one more bug fix for the next beta.

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Re: Bug Reports (snapshot builds)
by Sloth » 23 Mar 2012, 15:31
Fixed! Thanks tafkad.tafkad wrote:Crazy loop bug with Qasali Ambusher - in the stack log you can see it is being repeatedly cast in an endless loop thus halting play - Thanks for all - OSX r14795
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Re: Bug Reports (snapshot builds)
by Corwin72 » 23 Mar 2012, 23:52
r14855
Stabwisker the Odious the other half of Nezumi Shortfang has a power and toughness of 4/2 . It should have 3/3.
Stabwisker the Odious the other half of Nezumi Shortfang has a power and toughness of 4/2 . It should have 3/3.
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Re: Bug Reports (snapshot builds)
by Chris H. » 23 Mar 2012, 23:58
`Corwin72 wrote:r14855
Stabwisker the Odious the other half of Nezumi Shortfang has a power and toughness of 4/2 . It should have 3/3.
Fixed, thank you Corwin.
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Re: Bug Reports (snapshot builds)
by Bundy » 25 Mar 2012, 19:31
Forge 1.2.6-SNAPSHOT-r14844
Not all creatures are returned to play when Shirei, Shizo's Caretaker is in play.
During combat my Ashen-Skin Zubera and 2 Petalmane Baku went to the graveyard. Only Ashen-Skin Zubera was returned by Shirei, Shizo's Caretaker.
During another turn Ashen-Skin Zubera, Silent-Chant Zubera and Floating-Dream Zubera went to the graveyard, and they returned all 3 from the graveyard. But then during the next turn 5 Zubera creatures went to the graveyard, but none came back to the battlefield.
Not all creatures are returned to play when Shirei, Shizo's Caretaker is in play.
During combat my Ashen-Skin Zubera and 2 Petalmane Baku went to the graveyard. Only Ashen-Skin Zubera was returned by Shirei, Shizo's Caretaker.
During another turn Ashen-Skin Zubera, Silent-Chant Zubera and Floating-Dream Zubera went to the graveyard, and they returned all 3 from the graveyard. But then during the next turn 5 Zubera creatures went to the graveyard, but none came back to the battlefield.
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Re: Bug Reports (snapshot builds)
by goonjamin » 26 Mar 2012, 00:00
I received the following crash when playing a random 2 colour game tonight on svn 14910.
Below is an image of the playfield at the time of the crash and the contents of forge.log.
Crash Report:
Below is an image of the playfield at the time of the crash and the contents of forge.log.
Crash Report:
- Code: Select all
Read decks: 72 constructed, 0 sealed, 1 draft, 2 cubes.
2 = ai aggression
Normal attack
1
Fledgling Griffin = attacking expecting to survive or attract group block
2 = ai aggression
Normal attack
1
Fledgling Griffin = attacking expecting to survive or attract group block
2 = ai aggression
Normal attack
1
Fledgling Griffin = attacking expecting to survive or attract group block
Player - trying to gain negative or 0 life
java.lang.NullPointerException
at java.util.TreeMap.getEntry(Unknown Source)
at java.util.TreeMap.containsKey(Unknown Source)
at java.util.TreeMap$KeySet.contains(Unknown Source)
at forge.Card.hasProperty(Card.java:7117)
at forge.Card.isValid(Card.java:6677)
at forge.GameEntity.isValid(GameEntity.java:319)
at forge.card.trigger.TriggerChangesZone.performTest(TriggerChangesZone.java:75)
at forge.card.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:440)
at forge.card.trigger.TriggerHandler.runTrigger(TriggerHandler.java:363)
at forge.GameAction.changeZone(GameAction.java:190)
at forge.GameAction.moveTo(GameAction.java:250)
at forge.GameAction.moveToGraveyard(GameAction.java:418)
at forge.GameAction.sacrificeDestroy(GameAction.java:1230)
at forge.GameAction.destroy(GameAction.java:1333)
at forge.card.abilityfactory.AbilityFactoryDestroy.destroyResolve(AbilityFactoryDestroy.java:559)
at forge.card.abilityfactory.AbilityFactoryDestroy.access$200(AbilityFactoryDestroy.java:54)
at forge.card.abilityfactory.AbilityFactoryDestroy$1.resolve(AbilityFactoryDestroy.java:85)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2696)
at forge.ComputerUtil.playNoStack(ComputerUtil.java:410)
at forge.card.trigger.TriggerHandler$2.resolve(TriggerHandler.java:1047)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2696)
at forge.MagicStack.resolveStack(MagicStack.java:909)
at forge.PhaseHandler.passPriority(PhaseHandler.java:881)
at forge.ComputerAIGeneral.stackResponse(ComputerAIGeneral.java:373)
at forge.ComputerAIGeneral.stackNotEmpty(ComputerAIGeneral.java:344)
at forge.control.input.InputControl.updateInput(InputControl.java:259)
at forge.GuiInput.update(GuiInput.java:52)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:38)
at forge.control.input.InputControl.resetInput(InputControl.java:145)
at forge.PhaseHandler.passPriority(PhaseHandler.java:870)
at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:72)
at forge.GuiInput.selectButtonOK(GuiInput.java:86)
at forge.control.match.ControlMessage.btnOKActionPerformed(ControlMessage.java:107)
at forge.control.match.ControlMessage.access$000(ControlMessage.java:32)
at forge.control.match.ControlMessage$1.actionPerformed(ControlMessage.java:52)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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.AWTEventMulticaster.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.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(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: Bug Reports (snapshot builds)
by Milod » 26 Mar 2012, 21:52
used black sun zenith had 1 diregraf and 1 phyerxian crusader diregraf dit not trigger his abbility to deal 1 damage to ai and when ai used day of judgement diregraf dit trigger to deal 1 damage when a zombie dies
iam missing somthing?
iam missing somthing?
Re: Bug Reports (snapshot builds)
by moomarc » 27 Mar 2012, 12:11
I think I may have come across a pointer to what's causing auras that are returned to the battlefield due to an effect not being attached to a new (or random target) even though code is in place that should cover it.
While testing Crown of Vigor, I used my Trained Kraj helper to return it to the battlefield from my graveyard (I'd meant to return it to my hand so I could make sure that nothing was being remembered that shouldn't be). It entered the battlefield unattached without asking for a target, and just lay there even though the state-based effect is in now that should move it to the grave. Then I noticed that the original creature that it had been enchanting was getting the +1/+1 again, so it seems like when an aura leaves the battlefield it isn't having isEnchanting (or one of those) reset to null.
While testing Crown of Vigor, I used my Trained Kraj helper to return it to the battlefield from my graveyard (I'd meant to return it to my hand so I could make sure that nothing was being remembered that shouldn't be). It entered the battlefield unattached without asking for a target, and just lay there even though the state-based effect is in now that should move it to the grave. Then I noticed that the original creature that it had been enchanting was getting the +1/+1 again, so it seems like when an aura leaves the battlefield it isn't having isEnchanting (or one of those) reset to null.
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Re: Bug Reports (snapshot builds)
by moomarc » 28 Mar 2012, 08:18
My Lodestone Golem reduced the cost of my Animate Artifact to
.
On another note, while testing Prison Term I noticed that moving an aura from one creature to another doesn't clear the *Enchanted by ...* in the card panel (although its no longer affected by the Aura) which should only happen if (card.getEnchantedBy().size() > 0) according to CardDetailPanel.java. Then, when the aura is destroyed it only removes the *Enchanted by ...* label from the last enchanted creature. So it seems that there's just some add.unEnchantCommand calls that need to be added, I'm just not sure where.

On another note, while testing Prison Term I noticed that moving an aura from one creature to another doesn't clear the *Enchanted by ...* in the card panel (although its no longer affected by the Aura) which should only happen if (card.getEnchantedBy().size() > 0) according to CardDetailPanel.java. Then, when the aura is destroyed it only removes the *Enchanted by ...* label from the last enchanted creature. So it seems that there's just some add.unEnchantCommand calls that need to be added, I'm just not sure where.
-Marc
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Re: Bug Reports (snapshot builds)
by Buhmann » 01 Apr 2012, 10:37
Version:
forge-1.2.7-20120331.112154-1
Issue:
I played several games with Human = Venser Duel Deck, AI = Koth Duel Deck.
Whenever AI plays Koth of the Hammer, when the spell is about to resolve, the game crashes providing following Crash Report.
This crash does only occur with Koth of the Hammer on AI's side.
forge-1.2.7-20120331.112154-1
Issue:
I played several games with Human = Venser Duel Deck, AI = Koth Duel Deck.
Whenever AI plays Koth of the Hammer, when the spell is about to resolve, the game crashes providing following Crash Report.
This crash does only occur with Koth of the Hammer on AI's side.
- Crash Report | Open
- This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
Reporting bugs in Forge is very important. We thank you for your time.
ManaCost : addMana() error, mana not needed - 1
Version:
Forge version 1.2.7-SNAPSHOT-r15008
OS: Windows 7 Version: 6.1 Architecture: x86
Java Version: 1.7.0_03 Vendor: Oracle Corporation
Detailed error trace:
java.lang. RuntimeException: ManaCost : addMana() error, mana not needed - 1
at forge . card . mana . ManaCost . addMana(ManaCost . java : 382)
at forge . card . mana . ManaCost . payMana(ManaCost . java:295)
at forge . ComputerUtil . payManaCost(ComputerUtil . java:804)
at forge . ComputerUtil . canPayCost(ComputerUtil . java:457)
at forge . ComputerUtil . canPayCost(ComputerUtil . java:442)
at forge . ComputerUtil . canBePlayedAndPayedByAI(ComputerUtil . java:429)
at forge . ComputerUtil . playSpellAbilities(ComputerUtil . java:80)
at forge . ComputerUtil . playSpellAbilities(ComputerUtil . java:105)
at forge . ComputerAIGeneral . playCards(ComputerAIGeneral . java:81)
at forge . ComputerAIGeneral . main(ComputerAIGeneral . java:63)
at forge . ComputerAIInput . think(ComputerAIInput . java:98)
at forge . ComputerAIInput . showMessage(ComputerAIInput . java:71)
at forge . GuiInput . setInput(GuiInput . java:68)
at forge . GuiInput . update(GuiInput . java:54)
at java . util . Observable . notifyObservers(Unknown Source)
at java . util . Observable . notifyObservers(Unknown Source)
at forge . MyObservable . updateObservers(MyObservable . java:38)
at forge . control . ControlMatchUI . initMatch(ControlMatchUI . java:130)
at forge . game . GameNew . newGame(GameNew . java:92)
at forge . control . match . ControlWinLose . startNextRound(ControlWinLose . java:126)
at forge . control . match . ControlWinLose . actionOnRestart(ControlWinLose . java:73)
at forge . control . match . ControlWinLose$2 . actionPerformed(ControlWinLose . java:51)
at javax . swing . AbstractButton . fireActionPerformed(Unknown Source)
at javax . swing . AbstractButton$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 . AWTEventMulticaster . 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 . dispatchEventImpl(Unknown Source)
at java . awt . EventQueue . access$000(Unknown Source)
at java . awt . EventQueue$3 . run(Unknown Source)
at java . awt . EventQueue$3 . run(Unknown Source)
at java . security . AccessController . doPrivileged(Native Method)
at java . security . ProtectionDomain$1 . doIntersectionPrivilege(Unknown Source)
at java . security . ProtectionDomain$1 . doIntersectionPrivilege(Unknown Source)
at java . awt . EventQueue$4 . run(Unknown Source)
at java . awt . EventQueue$4 . run(Unknown Source)
at java . security . AccessController . doPrivileged(Native Method)
at java . security . ProtectionDomain$1 . doIntersectionPrivilege(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)
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Re: Bug Reports (snapshot builds)
by friarsol » 01 Apr 2012, 22:08
General things that I notice from time to time. No specific Revision because I don't these issues have been added any time soon.
Whenever a spell resolves/static effects are checked during combat, the combat panel should be redrawn. Right now it says that all my creatures are 1/1 even though they are 2/2 after pumping them all.
Whenever the AI plays a land, triggers aren't flushed. This leads to situations where a trigger is still waiting to be added to the stack, and the AI casts a spell on top of the trigger.
Whenever a spell resolves/static effects are checked during combat, the combat panel should be redrawn. Right now it says that all my creatures are 1/1 even though they are 2/2 after pumping them all.
Whenever the AI plays a land, triggers aren't flushed. This leads to situations where a trigger is still waiting to be added to the stack, and the AI casts a spell on top of the trigger.
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Re: Bug Reports (snapshot builds)
by scottojr » 02 Apr 2012, 13:25
I just attacked someone while having two Neko-Te 's equipped to my Armament Master. After winning he was at -13 I noticed the ability on the stack so I pressed enter two more times (while the win screen was up with the score 1:1)
the score changed from 1:1 to 3:1. Not that big of a deal but thought it might be worth posting. An easy fix is to do a Time Stop like affect after the game ends. (thus exiling all of the spells and abilities currently on the stack)
the score changed from 1:1 to 3:1. Not that big of a deal but thought it might be worth posting. An easy fix is to do a Time Stop like affect after the game ends. (thus exiling all of the spells and abilities currently on the stack)
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