SVN Bug Reports
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Re: SVN Bug Reports
by Jaedayr » 07 Mar 2011, 21:08
r7256
I started a new quest, built a deck and went into Bazaar. The Plant Wall had a price of 300 gold. I bought it and it turned out to be the 0/1 level 1 wall. Did the price of the wall go up recently?
I started a new quest, built a deck and went into Bazaar. The Plant Wall had a price of 300 gold. I bought it and it turned out to be the 0/1 level 1 wall. Did the price of the wall go up recently?
Re: SVN Bug Reports
by Jaedayr » 07 Mar 2011, 21:09
r7256
Started a quest game, conceded and got the following while trying to concede.
Started a quest game, conceded and got the following while trying to concede.
- Code: Select all
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:
http://www.slightlymagic.net/forum/viewforum.php?f=26
If you don't want to register an account, you can mail it directly to
mtgerror@yahoo.com
null
Version:
Forge -- official beta: $Date: 2011-01-06 11:34:48 -0500 (Thu, 06 Jan 2011) $, SVN revision: $Revision: 4891 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_24 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.NullPointerException
at forge.CardList.getColor(CardList.java:49)
at forge.quest.data.QuestBoosterPack.getCardName(QuestBoosterPack.java:95)
at forge.quest.data.QuestBoosterPack.generateCards(QuestBoosterPack.java:76)
at forge.quest.data.QuestBoosterPack.generateCards(QuestBoosterPack.java:91)
at forge.quest.data.QuestData.addCards(QuestData.java:274)
at forge.Gui_WinLose.quitButton_actionPerformed(Gui_WinLose.java:417)
at forge.Gui_WinLose$3.actionPerformed(Gui_WinLose.java:187)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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.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$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Re: SVN Bug Reports
by slapshot5 » 08 Mar 2011, 20:12
The EndCombat step is skipped if there is no combat this turn. It should not. Only Declare Blockers and Combat Damage steps should be skipped.
This prevents EndOfCombat triggers from being fired. They build up until there actually is a combat, then they go off at the end of that combat.
-slapshot5
This prevents EndOfCombat triggers from being fired. They build up until there actually is a combat, then they go off at the end of that combat.
-slapshot5
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Re: SVN Bug Reports
by Replika » 08 Mar 2011, 20:40
r7290
Some things I mentioned earlier in this thread still aren't fixed. A short list:
See Beyond does not work correctly. It just puts one card from your hand on top of your library, but doesn't shuffle it away.
(I thought of a workaround: Put the card on top, SubAbility: Put bottom card of library to the bottom | Shuffle$ True, SubAbility: Put top card of library to the top | Shuffle$ True
That should be a complete randomisation of the library _after_ putting the card from your hand on its top.)
Vampire Lacerator needs to be converted to triggers - its ability does not use the stack and can't be responded to, which is especially important because it only checks whether you lose life or not when the ability resolves, and triggers even if your opponent has 10 or less life.
Flayer Husk sometimes does not get a Germ token when being bounced and recast. I have no idea about this one.
Squadron Hawk didn't let you look at your library and shuffle if there was no Hawk to find in there. I converted it to triggers and tested it:
Some things I mentioned earlier in this thread still aren't fixed. A short list:
See Beyond does not work correctly. It just puts one card from your hand on top of your library, but doesn't shuffle it away.
(I thought of a workaround: Put the card on top, SubAbility: Put bottom card of library to the bottom | Shuffle$ True, SubAbility: Put top card of library to the top | Shuffle$ True
That should be a complete randomisation of the library _after_ putting the card from your hand on its top.)
Vampire Lacerator needs to be converted to triggers - its ability does not use the stack and can't be responded to, which is especially important because it only checks whether you lose life or not when the ability resolves, and triggers even if your opponent has 10 or less life.
Flayer Husk sometimes does not get a Germ token when being bounced and recast. I have no idea about this one.
Squadron Hawk didn't let you look at your library and shuffle if there was no Hawk to find in there. I converted it to triggers and tested it:
- Code: Select all
Name:Squadron Hawk
ManaCost:1 W
Types:Creature Hawk
Text:no text
PT:1/1
K:Flying
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Self | TriggerZones$ Battlefield | Execute$ TrigChange | OptionalDecider$ You | TriggerDescription$ When CARDNAME enters the battlefield, you may search your library for up to three cards named CARDNAME, reveal them, and put them into your hand. If you do, shuffle your library.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Hand | ChangeType$ Card.namedSquadron Hawk | ChangeNum$ 3
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/squadron_hawk.jpg
SetInfo:M11|Common|http://magiccards.info/scans/en/m11/33.jpg
End
Re: SVN Bug Reports
by Chris H. » 08 Mar 2011, 22:43
`Replika wrote:Squadron Hawk didn't let you look at your library and shuffle if there was no Hawk to find in there. I converted it to triggers and tested it:
- Code: Select all
Name:Squadron Hawk
ManaCost:1 W
Types:Creature Hawk
Text:no text
PT:1/1
K:Flying
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Self | TriggerZones$ Battlefield | Execute$ TrigChange | OptionalDecider$ You | TriggerDescription$ When CARDNAME enters the battlefield, you may search your library for up to three cards named CARDNAME, reveal them, and put them into your hand. If you do, shuffle your library.
SVar:TrigChange:AB$ChangeZone | Cost$ 0 | Origin$ Library | Destination$ Hand | ChangeType$ Card.namedSquadron Hawk | ChangeNum$ 3
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/squadron_hawk.jpg
SetInfo:M11|Common|http://magiccards.info/scans/en/m11/33.jpg
End
Converted Howling Wolf, Nesting Wurm, Skyshroud Sentinel and Squadron Hawk to trigger + AF. Thank you.
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Re: SVN Bug Reports
by UnderFlow » 08 Mar 2011, 23:59
Revision 7307:
- Captured Sunlight is an instant.
- Elemental Augury and Gilt-Leaf Seer have no mana costs.
- Otarian Juggernaut is not an artifact.
- If the AI sacrifices multiple permanents while I have It That Betrays out, it triggers multiple times, but I only get the first.
- [deleted, I misinterpreted a situation]
Re: SVN Bug Reports
by Sloth » 09 Mar 2011, 01:40
These are fixed! Thanks UnderFlow.UnderFlow wrote:Revision 7307:
- Captured Sunlight is an instant.
- Elemental Augury and Gilt-Leaf Seer have no mana costs.
- Otarian Juggernaut is not an artifact.
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Re: SVN Bug Reports
by friarsol » 09 Mar 2011, 03:56
I'll try to do this tomorrow.slapshot5 wrote:The EndCombat step is skipped if there is no combat this turn. It should not. Only Declare Blockers and Combat Damage steps should be skipped.
This prevents EndOfCombat triggers from being fired. They build up until there actually is a combat, then they go off at the end of that combat.
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Re: SVN Bug Reports
by Corwin72 » 09 Mar 2011, 15:52
r7328
Mortarpod does not create a germ when coming in to play.
Edit:
All living weapons are creating germs that die to state based effects before the equipment can be attached.
Mortarpod does not create a germ when coming in to play.
Edit:
All living weapons are creating germs that die to state based effects before the equipment can be attached.
Last edited by Corwin72 on 09 Mar 2011, 20:38, edited 1 time in total.
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Re: SVN Bug Reports
by UnderFlow » 09 Mar 2011, 20:26
R 7338:
Update - R 7350:
- I attacked with a Primeval Titan with a power of -1. The AI blocked. I was asked to divide my -1 damage, and it let me assign as much negative damage as I wanted.
- Sylvan Messenger and the other cards from this cycle only let me see the names of the revealed cards, but I should get to see the entire cards. The same is true for the Auntie's Hovel cycle.
Update - R 7350:
- One if the semi-random AI decks played Æther Flash against me. Afterwards, whenever a creature came into play, I got an exception. (something about that the Computer cannot play this, I cannot recall the precise message, sorry)
- If the game throws an exception while something is on the stack, you cannot just start a new match, as it shows unresolved objects on the stack in the new game. One has to restart Forge to continue playing. Could the responsible methods be updated to handle this issue, or is this not possible atm?
Re: SVN Bug Reports
by jeffwadsworth » 10 Mar 2011, 07:05
R. 7347
Animal Boneyard and others like it do not appear to work anymore. They do not require you to target their enchanted target type.
Animal Boneyard and others like it do not appear to work anymore. They do not require you to target their enchanted target type.
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Re: SVN Bug Reports
by Sloth » 10 Mar 2011, 09:35
This is fixed now. Thanks UnderFlow.UnderFlow wrote:R 7338:
[list]
[*]I attacked with a Primeval Titan with a power of -1. The AI blocked. I was asked to divide my -1 damage, and it let me assign as much negative damage as I wanted.
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Re: SVN Bug Reports
by Replika » 10 Mar 2011, 20:53
r7380
The AI played a MP1 Sejiri Steppe granting its untapped Birds of Paradise protection from black. Then Forge froze after I passed priority in the Begin Combat Step, just when the AI should have declared its attackers. There was no error message or something like that, Forge just didn't proceed.
The Birds of Paradise was the only creature the AI had.
The AI played a MP1 Sejiri Steppe granting its untapped Birds of Paradise protection from black. Then Forge froze after I passed priority in the Begin Combat Step, just when the AI should have declared its attackers. There was no error message or something like that, Forge just didn't proceed.
The Birds of Paradise was the only creature the AI had.
Re: SVN Bug Reports
by timmermac » 10 Mar 2011, 21:39
I have things like that happen periodically on my system at a variety of places, and I've found that if I just let the game sit for a few minutes, it resolves itself and you can move on.Replika wrote:r7380
The AI played a MP1 Sejiri Steppe granting its untapped Birds of Paradise protection from black. Then Forge froze after I passed priority in the Begin Combat Step, just when the AI should have declared its attackers. There was no error message or something like that, Forge just didn't proceed.
The Birds of Paradise was the only creature the AI had.
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Re: SVN Bug Reports
by Chris H. » 10 Mar 2011, 21:47
`Replika wrote:r7380
The AI played a MP1 Sejiri Steppe granting its untapped Birds of Paradise protection from black. Then Forge froze after I passed priority in the Begin Combat Step, just when the AI should have declared its attackers. There was no error message or something like that, Forge just didn't proceed.
The Birds of Paradise was the only creature the AI had.
I too have experienced the same type of freeze over the last several days. My processor pegs at 100% + usage. There are no error exceptions generated. The only way that I can quit forge is to do a forced quit.
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