Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by excessum » 23 Sep 2015, 13:12
r30090
Titan's Presence only seems to work if the target to be exiled has 0 power.
Titan's Presence only seems to work if the target to be exiled has 0 power.
Re: Bug Reports (snapshot builds)
by Agetian » 23 Sep 2015, 20:03
Fixed (r30091).excessum wrote:r30090
Titan's Presence only seems to work if the target to be exiled has 0 power.
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Re: Bug Reports (snapshot builds)
by Hanmac » 25 Sep 2015, 19:50
Crackleburr is a bit broken too ...
if i use Smokebraider to pay the mana cost of Crackleburr first ability
i only need to tap one creature and not two
===
Zhur-Taa Druid equip with Umbral Mantle,
or other settings with both
and {Q} abilities
if the druid is tapped and i only have 2 mana, can i use the ability from the Mantle and use the mana ability of the druid to pay the cost?
(currently it does work, but i dont know if that is a bug)
===
Shorecrasher Elemental and others are still funky when they return to the battlefield ...
if i use Smokebraider to pay the mana cost of Crackleburr first ability
i only need to tap one creature and not two
===
Zhur-Taa Druid equip with Umbral Mantle,
or other settings with both
and {Q} abilitiesif the druid is tapped and i only have 2 mana, can i use the ability from the Mantle and use the mana ability of the druid to pay the cost?
(currently it does work, but i dont know if that is a bug)
===
Shorecrasher Elemental and others are still funky when they return to the battlefield ...
Re: Bug Reports (snapshot builds)
by Sloth » 25 Sep 2015, 21:09
It looks like Echo is broken (at least Acridian). It just never triggers and you don't have to pay anything.
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Re: Bug Reports (snapshot builds)
by Agetian » 26 Sep 2015, 04:26
Hmm, I thought I broke it with r30101 but it looks like that was not it... I'll dig a little bit more into this.Sloth wrote:It looks like Echo is broken (at least Acridian). It just never triggers and you don't have to pay anything.
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Re: Bug Reports (snapshot builds)
by Agetian » 26 Sep 2015, 04:42
Looks like Sunburst is also broken in a similar fashion - commands added via addComesIntoPlayCommand (most notably Echo and Sunburst) never ever trigger. :/
EDIT: Looks like I found what's breaking it (it's my change related to processing Morbid+Awaken), I'll temporarily revert that and see what I can do to fix one thing without breaking two others.
EDIT: Ok, for now reverted the entire attempt at fixing Morbid+Awaken, didn't work out too well. Will try to think of something better (that hopefully won't break a lot of stuff). Echo and Sunburst are back to working now, Morbid+Awaken, sadly, back to broken.
EDIT: I have a working prototype for a fix that works without breaking Echo and Sunburst, but I really want to wait with the submission until after the release (I don't know how many things it can potentially break, so...).
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EDIT: Looks like I found what's breaking it (it's my change related to processing Morbid+Awaken), I'll temporarily revert that and see what I can do to fix one thing without breaking two others.
EDIT: Ok, for now reverted the entire attempt at fixing Morbid+Awaken, didn't work out too well. Will try to think of something better (that hopefully won't break a lot of stuff). Echo and Sunburst are back to working now, Morbid+Awaken, sadly, back to broken.
EDIT: I have a working prototype for a fix that works without breaking Echo and Sunburst, but I really want to wait with the submission until after the release (I don't know how many things it can potentially break, so...).
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Re: Bug Reports (snapshot builds)
by Sloth » 26 Sep 2015, 06:32
Consider changing Echo and Sunburst, their implementation is not the best anyway.
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Re: Bug Reports (snapshot builds)
by Agetian » 26 Sep 2015, 07:05
Might be a good idea eventually, but in this particular case the issue was not with Echo/Sunburst as such but with the ETB triggers not firing at all when a card enters the battlefield (which is actually a huge thing that probably also broke a lot more in addition to Echo/Sunburst).Sloth wrote:Consider changing Echo and Sunburst, their implementation is not the best anyway.
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Re: Bug Reports (snapshot builds)
by Hanmac » 26 Sep 2015, 07:30
Agetian while you are already rewriting code can you also check that how mana can be paid for {Q} abilities with using the creature own mana ability but I think that is a Bug and should not be possible
Hm seems I can't get a simlie for that.
Hm seems I can't get a simlie for that.
Re: Bug Reports (snapshot builds)
by Agetian » 26 Sep 2015, 07:39
Looking into it...Hanmac wrote:Agetian while you are already rewriting code can you also check that how mana can be paid for {Q} abilities with using the creature own mana ability but I think that is a Bug and should not be possible
Hm seems I can't get a simlie for that.
EDIT: This seems easy to fix provided that the current behavior is wrong (namely, by changing the order in which mana abilities are processed at Cost.java:154-197), but there's an interesting comment in there:
- Code: Select all
// my guess why Q/T are to be first and are followed by mana parts
// is because Q/T are undoable and mana is interactive, so it well be easy to rollback if player refuses to pay
EDIT 2: Tried to fix this in r30115. Apparently, for this to work well with the way costs are processed in Forge, tap costs have to be processed first (so that a card's own tap abilities can't be used to pay for their own cost), but untap costs have to be processed last (for the same reason - so the card is only untapped as the final action once the other parts of the cost are fully paid). This appears to work correctly now, including the case for Zhur-Taa Druid + Umbral Mantle mentioned above.
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Last edited by Agetian on 26 Sep 2015, 08:46, edited 4 times in total.
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Re: Bug Reports (snapshot builds)
by Sloth » 26 Sep 2015, 07:41
ETB triggers were working fine as far as i can tell. Echo and Sunburst used the very old structure called "ComesIntoPlayCommand" which is only used by these two and Suspend. I think these can be translated to scripted static abilities/replacement effects just like the other keywords in setupKeywordedAbilities.Agetian wrote:Might be a good idea eventually, but in this particular case the issue was not with Echo/Sunburst as such but with the ETB triggers not firing at all when a card enters the battlefield (which is actually a huge thing that probably also broke a lot more in addition to Echo/Sunburst).
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Re: Bug Reports (snapshot builds)
by Agetian » 26 Sep 2015, 07:46
Oh, makes sense, thanks for clarifying it! Yes, that might be a good idea indeed, though I'm not quite sure if I'm up for the task at the moment, especially considering that my scripting skills are still rather limited...Sloth wrote:ETB triggers were working fine as far as i can tell. Echo and Sunburst used the very old structure called "ComesIntoPlayCommand" which is only used by these two and Suspend. I think these can be translated to scripted static abilities/replacement effects just like the other keywords in setupKeywordedAbilities.Agetian wrote:Might be a good idea eventually, but in this particular case the issue was not with Echo/Sunburst as such but with the ETB triggers not firing at all when a card enters the battlefield (which is actually a huge thing that probably also broke a lot more in addition to Echo/Sunburst).
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Re: Bug Reports (snapshot builds)
by Hanmac » 26 Sep 2015, 09:49
@Agetian:
thanks for fixing Zhur-Taa Druid + Umbral Mantle
can you fix Crackleburr with Smokebraider too?
when i activate the first ability and pay the mana with Smokebraider i only need to tap red creature not tow ...
===
Necromancer's Magemark also seems to prevent Morbid or is that correct?
or is that already fixed with latest change to Morbid?
PS: where can i get the recent builds or are there no pushed one yet?
thanks for fixing Zhur-Taa Druid + Umbral Mantle
can you fix Crackleburr with Smokebraider too?
when i activate the first ability and pay the mana with Smokebraider i only need to tap red creature not tow ...
===
Necromancer's Magemark also seems to prevent Morbid or is that correct?
or is that already fixed with latest change to Morbid?
PS: where can i get the recent builds or are there no pushed one yet?
Re: Bug Reports (snapshot builds)
by Sloth » 26 Sep 2015, 10:06
Necromancer's Magemark is a replacement effect, the affected creature will therefore not "die" and Morbid will not be turned on.Hanmac wrote:Necromancer's Magemark also seems to prevent Morbid or is that correct?
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Re: Bug Reports (snapshot builds)
by Hanmac » 26 Sep 2015, 10:11
hm for testing with transformed cards, specially the ones that does return to the battlefield Unhallowed Cathar does have a white border right in the cardframe, so does it have white color or is something else wrong?
and while using developmode Loyal Cathar and other does appear twice
PS:
Loyal Cathar
Unhallowed Cathar
doesnt seems to work in this forum
===
hm i might have already reported it but there is it again:
Description: Mistmeadow Witch does exile some non-basic land that does enter the battlefield tapped
and while using developmode Loyal Cathar and other does appear twice
PS:
Loyal Cathar
Unhallowed Cathar
doesnt seems to work in this forum
===
hm i might have already reported it but there is it again:
Description: Mistmeadow Witch does exile some non-basic land that does enter the battlefield tapped
- RuntimeException | Open
- Code: Select all
Forge Version: 1.5.45-SNAPSHOT-r-1u
Operating System: Linux 3.19.0-25-lowlatency amd64
Java Version: 1.7.0_79 Oracle Corporation
java.lang.RuntimeException: AbilityFactory : getAbility -- no API in :
at forge.game.ability.AbilityFactory.getAbility(AbilityFactory.java:106)
at forge.game.replacement.ReplacementHandler.executeReplacement(ReplacementHandler.java:169)
at forge.game.replacement.ReplacementHandler.run(ReplacementHandler.java:134)
at forge.game.replacement.ReplacementHandler.run(ReplacementHandler.java:71)
at forge.game.GameAction.changeZone(GameAction.java:209)
at forge.game.GameAction.moveTo(GameAction.java:431)
at forge.game.GameAction.moveTo(GameAction.java:412)
at forge.game.ability.effects.ChangeZoneEffect.changeKnownOriginResolve(ChangeZoneEffect.java:506)
at forge.game.ability.effects.ChangeZoneEffect.resolve(ChangeZoneEffect.java:356)
at forge.game.spellability.AbilitySub.resolve(AbilitySub.java:119)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1252)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1234)
at forge.player.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:140)
at forge.player.HumanPlay.playSpellAbilityNoStack(HumanPlay.java:224)
at forge.player.PlayerControllerHuman.playSpellAbilityNoStack(PlayerControllerHuman.java:241)
at forge.game.trigger.WrappedAbility.resolve(WrappedAbility.java:412)
at forge.game.ability.AbilityUtils.resolveApiAbility(AbilityUtils.java:1252)
at forge.game.ability.AbilityUtils.resolve(AbilityUtils.java:1234)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:492)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:976)
at forge.game.GameAction.startGame(GameAction.java:1440)
at forge.game.Match.startGame(Match.java:96)
at forge.match.HostedMatch$2.run(HostedMatch.java:220)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
at java.lang.Thread.run(Thread.java:745)
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