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Bug Reports (snapshot builds)

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Re: Bug Reports (snapshot builds)

Postby friarsol » 28 Apr 2012, 02:03

Milod wrote:angel jubilation gives her self also a +1/+1 counter while the card says other none black creatures ;]
Thanks, fixed.
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Re: Bug Reports (snapshot builds)

Postby Milod » 28 Apr 2012, 11:17

thalia guardian of thraban does not efect miracle cost
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Re: Bug Reports (snapshot builds)

Postby Milod » 29 Apr 2012, 00:46

restoration angel is buggy when i used it on human creature it dit n ot gave me an option to exile or not and after that got this error log

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:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.

null


Version:
Forge version 1.2.7-SNAPSHOT-r15363

OS: Windows 7 Version: 6.1 Architecture: x86

Java Version: 1.6.0_31 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
at forge.card.abilityfactory.AbilityFactory.findParentsTargetedSpellAbility(AbilityFactory.java:2239)
at forge.card.abilityfactory.AbilityFactory.getDefinedSpellAbilities(AbilityFactory.java:2110)
at forge.card.abilityfactory.AbilityFactoryChangeZone.changeKnownOriginResolve(AbilityFactoryChangeZone.java:1914)
at forge.card.abilityfactory.AbilityFactoryChangeZone.changeZoneResolve(AbilityFactoryChangeZone.java:400)
at forge.card.abilityfactory.AbilityFactoryChangeZone.access$100(AbilityFactoryChangeZone.java:63)
at forge.card.abilityfactory.AbilityFactoryChangeZone$3.resolve(AbilityFactoryChangeZone.java:166)
at forge.card.abilityfactory.AbilityFactory.resolveSubAbilities(AbilityFactory.java:2739)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2708)
at forge.GameAction.playSpellAbilityNoStack(GameAction.java:2448)
at forge.card.trigger.TriggerHandler$2.resolve(TriggerHandler.java:1001)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2705)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:942)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:844)
at forge.game.player.ComputerAIGeneral.stackResponse(ComputerAIGeneral.java:407)
at forge.game.player.ComputerAIGeneral.stackNotEmpty(ComputerAIGeneral.java:350)
at forge.control.input.InputControl.updateInput(InputControl.java:259)
at forge.gui.GuiInput.update(GuiInput.java:58)
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.game.phase.PhaseHandler.passPriority(PhaseHandler.java:833)
at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:76)
at forge.gui.GuiInput.selectButtonOK(GuiInput.java:92)
at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:52)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at forge.gui.toolbox.FButton$1.keyPressed(FButton.java:89)
at java.awt.Component.processKeyEvent(Unknown Source)
at javax.swing.JComponent.processKeyEvent(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.KeyboardFocusManager.redispatchEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(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)
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Re: Bug Reports (snapshot builds)

Postby Milod » 29 Apr 2012, 22:39

the angel tokens generated by entreat the angels have no flying wings :cry:
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Re: Bug Reports (snapshot builds)

Postby timmermac » 30 Apr 2012, 03:18

r15363: The bazaar item that provides a free mulligan does not appear to work. I purchased the item at the beginning of the quest I started when I downloaded this revision, but my first mulligan drops me down to six cards instead of the seven that I should get with the purchased item.
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Re: Bug Reports (snapshot builds)

Postby Milod » 30 Apr 2012, 12:06

there were mutiple humans and 2 angelic overseers on ai side i casted day of judgement 1 angelic died other stil alive iam missing somhting?
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Re: Bug Reports (snapshot builds)

Postby ZzzzSleep » 30 Apr 2012, 22:14

Milod wrote:there were mutiple humans and 2 angelic overseers on ai side i casted day of judgement 1 angelic died other stil alive iam missing somhting?
I would guess that Forge implements Day of Judgment by going through the list of creatures on the battlefield and destroying them one by one. If an Angelic Overseer is in the list after all the humans, then it won't be indestructible by the time Day of Judgment tries to destroy it.

There's a similar situation with Nevinyrral's Disk and Soul Net where Soul Net should "see" everything that is destroyed at the same time as it with the disk, but a quick test with a Nev's Disk, Soul Net and Bottle Gnomes did not let Soul Net trigger when the Disk was used.

(Ref http://community.wizards.com/go/thread/ ... #326450098 )

Of course, having not looked at the code in a long long time, I could be talking complete and utter rubbish here.
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Re: Bug Reports (snapshot builds)

Postby lazylockie » 30 Apr 2012, 23:21

forge-1.2.7-20120427.113257-29

activating Venser, the Sojourner +2 on a Frost Titan gives me a crash report with on smartValueOf method (as soon as I reproduce this bug again I'll post the full crash)
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Re: Bug Reports (snapshot builds)

Postby friarsol » 01 May 2012, 00:24

ZzzzSleep wrote:I would guess that Forge implements Day of Judgment by going through the list of creatures on the battlefield and destroying them one by one. If an Angelic Overseer is in the list after all the humans, then it won't be indestructible by the time Day of Judgment tries to destroy it.
No that's pretty spot on. I'm not sure why the static effects are being run in between each destroy though, it should only be run once the spell finishes resolving, which would give the Overseer indestructible long enough to survive God's Wrath.
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Re: Bug Reports (snapshot builds)

Postby Milod » 02 May 2012, 00:52

paste in flames gave me permanently flashbacks its only until end of turn and i activated paste in flames from the flashback cost myabe that helps
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Re: Bug Reports (snapshot builds)

Postby tafkad » 02 May 2012, 13:15

Hello again, great job so far as always! I was wondering how it is going on getting the AI to recognize a creature with an aura has been exiled and drop the aura into the grave? I am working with your latest OSX snapshot drafting Avacyn and this bug continues to persist, any creature and any aura, I exile a creature with an aura on it and the aura stays in play and attached to the creature when the creature returns to play. Quite the bug with the newest Avacyn set having a big exile/return theme (can't shake loose Defang, Spectral Prison, Grounded etc) - Thanks
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Re: Bug Reports (snapshot builds)

Postby ArsenalNut » 02 May 2012, 13:53

tafkad wrote:Hello again, great job so far as always! I was wondering how it is going on getting the AI to recognize a creature with an aura has been exiled and drop the aura into the grave? I am working with your latest OSX snapshot drafting Avacyn and this bug continues to persist, any creature and any aura, I exile a creature with an aura on it and the aura stays in play and attached to the creature when the creature returns to play. Quite the bug with the newest Avacyn set having a big exile/return theme (can't shake loose Defang, Spectral Prison, Grounded etc) - Thanks
I am guessing the bug exists because checking state effects doesn't occur until after a permanent has been exiled and the brought back so the check doesn't even see that the permanent ever left the battlefield. Is there any particular reason rules wise we couldn't or shouldn't add code in forge.GameAction.changeZone to check for enchantments and remove them when changing to a zone other than the battlefield? This is how I handled the leaving the battlefield part of unpairing for the Soulbond mechanic.
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Re: Bug Reports (snapshot builds)

Postby Sloth » 02 May 2012, 14:47

ArsenalNut wrote:I am guessing the bug exists because checking state effects doesn't occur until after a permanent has been exiled and the brought back so the check doesn't even see that the permanent ever left the battlefield. Is there any particular reason rules wise we couldn't or shouldn't add code in forge.GameAction.changeZone to check for enchantments and remove them when changing to a zone other than the battlefield? This is how I handled the leaving the battlefield part of unpairing for the Soulbond mechanic.
I think this is the way to go until cards changing zones become proper new game objects.
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Re: Bug Reports (snapshot builds)

Postby friarsol » 02 May 2012, 15:09

Sloth wrote:
ArsenalNut wrote:I am guessing the bug exists because checking state effects doesn't occur until after a permanent has been exiled and the brought back so the check doesn't even see that the permanent ever left the battlefield. Is there any particular reason rules wise we couldn't or shouldn't add code in forge.GameAction.changeZone to check for enchantments and remove them when changing to a zone other than the battlefield? This is how I handled the leaving the battlefield part of unpairing for the Soulbond mechanic.
I think this is the way to go until cards changing zones become proper new game objects.
The only issue that may arise from that is messing up LKI.
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Re: Bug Reports (snapshot builds)

Postby Sloth » 02 May 2012, 15:30

friarsol wrote:The only issue that may arise from that is messing up LKI.
I took a look at getLKICopy (and made some changes which may or may not be relevant), but yes only testing will reveal bugs. But i think we can take the chance.
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