Modular
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Modular
by zerker2000 » 03 Oct 2009, 06:38
- Code: Select all
private final int shouldModular(Card c) {
ArrayList<String> a = c.getKeyword();
for (int i = 0; i < a.size(); i++)
{
if (a.get(i).toString().startsWith("Modular"))
return i;
}
return -1;
}
- Code: Select all
while (shouldModular(card) != -1)
{
int n = shouldModular(card);
if (n != -1)
{
String parse = card.getKeyword().get(n).toString();
card.removeIntrinsicKeyword(parse);
final int m = Integer.parseInt(parse.substring(8));
String t = card.getSpellText();
if (!t.equals("")) t += "\r\n";
card.setText(t + parse + " (This enters the battlefield with " + m + " +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)");//Erm help? Isn't there a normal way to do this?...
card.setComesIntoPlay(
new Command()
{
public void execute()
{
card.addCounter(Counters.P1P1, m);
}});
final SpellAbility ability = new Ability(card, "0")
{
public void resolve()
{
if (card.getController().equals(Constant.Player.Computer))
{
CardList choices = new CardList(AllZone.Computer_Play.getCards()).filter(
new CardListFilter(){public boolean addCard(Card c) {return c.isCreature() && c.isArtifact() && CardFactoryUtil.canTarget(ability, c); }});
if (choices.size() != 0)
CardFactoryUtil.AI_getBestCreature(choices).addCounter(Counters.P1P1, getSourceCard().getCounters(Counters.P1P1));
}
final SpellAbility ability=this;
AllZone.InputControl.setInput(
new Input(){
public void showMessage()
{
AllZone.Display.showMessage("Select target artifact creature");
ButtonUtil.enableOnlyCancel();
}
public void selectButtonCancel() {stop();}
public void selectCard(Card card2, PlayerZone zone)
{
if(card2.isCreature() && card2.isArtifact() && zone.is(Constant.Zone.Play) && CardFactoryUtil.canTarget(ability, card2))
{
card2.addCounter(Counters.P1P1, ability.getSourceCard().getCounters(Counters.P1P1));//combining input and resolve is skirting rules and hacky at best, but non-stackability of destroyCommand Inputs turns into a major problem when the keyword is mainly used during the simultaneous destruction of combat.
stop();
}
}
});
}//resolve()
};
card.setDestroy(new Command()
{
private static final long serialVersionUID = 304026662487997331L;
public void execute()
{
ability.setStackDescription("Put "+ card.getCounters(Counters.P1P1) +" +1/+1 counter/s from " + card + " on target artifact creature.");
AllZone.Stack.push(ability);
}
});
}
}
- Code: Select all
Arcbound Bruiser
5
Artifact Creature Golem
no text
0/0
Modular 3
Arcbound Hybrid
4
Artifact Creature Beast
no text
0/0
Haste
Modular 2
Arcbound Lancer
7
Artifact Creature Beast
no text
0/0
First Strike
Modular 4
Arcbound Stinger
2
Artifact Creature Insect
no text
0/0
Flying
Modular 1
Arcbound Worker
1
Artifact Creature Construct
no text
0/0
Modular 1
Side notes:
-I found Ashnod's Transmorgant code in my version, I remember the card working nicely, but I don't think I got around to posting it. Should I post the code, or have I already?
-Dennis, is my mpool code still resisting merging attempts? If so, would me merging it to the version you released today be productive?
-Finally, I am now officially over all eclipse problems and on top of schoolwork, and have resumed working on my to-code list. Any suggestions for further actions? Perhaps changing the manaCost code to check lands for basic land types(which should be a quick fix, but would probably interfere to some degree with merging my code), or trying to set up an InputStack/multi-targeting system? Any suggestions welcome .
EDIT: added CanTarget code for AI and fixed it for human (used to say canTarget(ability, card) instead of canTarget(ability, card2)).
Last edited by zerker2000 on 03 Oct 2009, 21:04, edited 1 time in total.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
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- Joined: 09 May 2009, 21:40
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Re: Modular
by Marek14 » 03 Oct 2009, 06:47
As for the rest of modular cards, MTG Forge has Sliths, so Arcbound Slith should be doable. The others are:
Arcbound Fiend - requires moving counters.
Arcbound Overseer - might be doable if modular is true keyword so it's easy to determine which creatures should get the counter.
Arcbound Ravager
Arcbound Reclaimer
Arcbound Wanderer - will require sunburst.
Arcbound Fiend - requires moving counters.
Arcbound Overseer - might be doable if modular is true keyword so it's easy to determine which creatures should get the counter.
Arcbound Ravager
Arcbound Reclaimer
Arcbound Wanderer - will require sunburst.
Re: Modular
by silly freak » 03 Oct 2009, 08:19
what about arcbound crusher? that card is awsome!
"this card enters the battlefield with <number> <type> counters on it".
I think of lorwyn/shadowmoor, this sort of effect is very common there (although, these cards require additional code). I'm listing here a few cards that seem doable. i'm skipping cards with X and uncommon counters, such as +1/+0. Some are already there, but could use it.
Afyia Grove
Belligerent Hatchling, Noxious Hatchling, Shrewd Hatchling, Sturdy Hatchling, Voracious Hatchling
Bloodied Ghost
Chainbreaker
Chaotic Goo?
Clockwork Beetle
Clockwork Condor
Clockwork Dragon
Clockwork Hydra
Clockwork Vorrac
Crovax the cursed
Dark Depths
Deity of Scars
Fertilid
Festercreep
Floodchaser
Grief Tyrant
Grim Poppet
Junk Golem
Karstoderm
Leech Bonder
Magmasaur?
Mindless Automaton
Mindwarper
Morselhoarder
Myojin of Cleansing Fire, Myojin of Infinite Rage, Myojin of Life's Web, Myojin of Night's Reach, Myojin of Seeing Winds
Pentavus
Phantom Centaur, Phantom Flock, Phantom Nantuko, Phantom Nishoba, Phantom Nomad, Phantom Tiger, Phantom Wurm
Savage Firecat?
Sekki, Seasons' Guide?
Shinewend
Skeleton Scavengers
Spike Breeder, Spike Cannibal, Spike Colony, Spike Drone, Spike Feeder, Spike Hatcher, Spike Rogue, Spike Soldier, Spike Tiller, Spike Weaver, Spike Worker
Spitting Hydra
Stingmoggie
Thopter Squadron
Triskelavus
Triskelion
Vebulid
Walking Archive
Wickerbough Elder
Wiitigo?
Woolly Razorback?
Workhorse
"this card enters the battlefield with <number> <type> counters on it".
I think of lorwyn/shadowmoor, this sort of effect is very common there (although, these cards require additional code). I'm listing here a few cards that seem doable. i'm skipping cards with X and uncommon counters, such as +1/+0. Some are already there, but could use it.
Afyia Grove
Belligerent Hatchling, Noxious Hatchling, Shrewd Hatchling, Sturdy Hatchling, Voracious Hatchling
Bloodied Ghost
Chainbreaker
Chaotic Goo?
Clockwork Beetle
Clockwork Condor
Clockwork Dragon
Clockwork Hydra
Clockwork Vorrac
Crovax the cursed
Dark Depths
Deity of Scars
Fertilid
Festercreep
Floodchaser
Grief Tyrant
Grim Poppet
Junk Golem
Karstoderm
Leech Bonder
Magmasaur?
Mindless Automaton
Mindwarper
Morselhoarder
Myojin of Cleansing Fire, Myojin of Infinite Rage, Myojin of Life's Web, Myojin of Night's Reach, Myojin of Seeing Winds
Pentavus
Phantom Centaur, Phantom Flock, Phantom Nantuko, Phantom Nishoba, Phantom Nomad, Phantom Tiger, Phantom Wurm
Savage Firecat?
Sekki, Seasons' Guide?
Shinewend
Skeleton Scavengers
Spike Breeder, Spike Cannibal, Spike Colony, Spike Drone, Spike Feeder, Spike Hatcher, Spike Rogue, Spike Soldier, Spike Tiller, Spike Weaver, Spike Worker
Spitting Hydra
Stingmoggie
Thopter Squadron
Triskelavus
Triskelion
Vebulid
Walking Archive
Wickerbough Elder
Wiitigo?
Woolly Razorback?
Workhorse
___
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
- silly freak
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Re: Modular
by DennisBergkamp » 03 Oct 2009, 15:06
Awesome, very nice job on the Modular code
I've just made a bunch of changes/fixes to the latest version actually, maybe the best way to do this is to wait a day or two and I will submit you the very latest source I have. Then you could merge your manapool changes (during which I won't make any changes - a good thing really, I could use a bit of a break ). And at the same time, you could maybe merge whatever cards you've coded (like Ashnod's Transmorgant).
So this weekend, I will fix a few extra bugs that were posted on this latest version, then I'll send you the latest stuff I've got (either tonight or on Sunday). Does that sound good to you?
I'm not sure what you mean about the manaCost code checking lands for basic land types, but that multi-targeting system sure sounds good
Yes, to be honest, I kind of gave up... I tried a bunch of times, but every time something went wrongSide notes:
-I found Ashnod's Transmorgant code in my version, I remember the card working nicely, but I don't think I got around to posting it. Should I post the code, or have I already?
-Dennis, is my mpool code still resisting merging attempts? If so, would me merging it to the version you released today be productive?
-Finally, I am now officially over all eclipse problems and on top of schoolwork, and have resumed working on my to-code list. Any suggestions for further actions? Perhaps changing the manaCost code to check lands for basic land types(which should be a quick fix, but would probably interfere to some degree with merging my code), or trying to set up an InputStack/multi-targeting system? Any suggestions welcome .
I've just made a bunch of changes/fixes to the latest version actually, maybe the best way to do this is to wait a day or two and I will submit you the very latest source I have. Then you could merge your manapool changes (during which I won't make any changes - a good thing really, I could use a bit of a break ). And at the same time, you could maybe merge whatever cards you've coded (like Ashnod's Transmorgant).
So this weekend, I will fix a few extra bugs that were posted on this latest version, then I'll send you the latest stuff I've got (either tonight or on Sunday). Does that sound good to you?
I'm not sure what you mean about the manaCost code checking lands for basic land types, but that multi-targeting system sure sounds good
-
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Re: Modular
by zerker2000 » 03 Oct 2009, 17:25
I wrote:-Dennis, is my mpool code still resisting merging attempts? If so, would me merging it to the version you released today be productive?
That seems to be a definite yes . Anyways, not to sound too <insert derogatory term for self-promotion here>, but my pool Is quite an improvement, supporting resonable undo(I think it untaps souce of ability if ability was tap: add <one mana>, and restores mana to pool otherwise), smart split-cost choosing (e.g. won't offer its red mana when you're paying for ), and automatic payment (So when the pool has a bunch of from Gea's Cradle, and you click on it to pay for , it will pay for all of it... maybe make that a checkbox in menu options?)DennisBergkamp wrote: Yes, to be honest, I kind of gave up... I tried a bunch of times, but every time something went wrong
I wrote:-I found Ashnod's Transmorgant code in my version, I remember the card working nicely, but I don't think I got around to posting it. Should I post the code, or have I already?
Sure, I'm afraid the Transmorgant is the only new card though (so far ). When I get your code I'll do a diff of cards.txt's to verify that, and add in mana abilities in there for the hard-coded cards while I'm at it.I've just made a bunch of changes/fixes to the latest version actually, maybe the best way to do this is to wait a day or two and I will submit you the very latest source I have. Then you could merge your manapool changes (during which I won't make any changes - a good thing really, I could use a bit of a break ). And at the same time, you could maybe merge whatever cards you've coded (like Ashnod's Transmorgant). So this weekend, I will fix a few extra bugs that were posted on this latest version, then I'll send you the latest stuff I've got (either tonight or on Sunday). Does that sound good to you?
I wrote:-Finally, I am now officially over all eclipse problems and on top of schoolwork, and have resumed working on my to-code list. Any suggestions for further actions? Perhaps changing the manaCost code to check lands for basic land types(which should be a quick fix, but would probably interfere to some degree with merging my code), or trying to set up an InputStack/multi-targeting system? Any suggestions welcome .
See my Hardcoding Basic Land types idea, which I'll probably put in during the merge. On behalf of the multi-targeting system, I just had the idea that InputControl could have an invisible Stack of inputs, which would be checked in Input.stop() before the SpellAbility stack. That way, a card would have Input arrays for beforePayMana, afterPayMana, and afterResolve, which would be added on the inputStack at appropriate.I'm not sure what you mean about the manaCost code checking lands for basic land types, but that multi-targeting system sure sounds good
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
- Posts: 569
- Joined: 09 May 2009, 21:40
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Re: Modular
by DennisBergkamp » 03 Oct 2009, 18:15
Those do sound like awesome improvementsThat seems to be a definite yes . Anyways, not to sound too <insert derogatory term for self-promotion here>, but my pool Is quite an improvement, supporting resonable undo(I think it untaps souce of ability if ability was tap: add <one mana>, and restores mana to pool otherwise), smart split-cost choosing (e.g. won't offer its red mana when you're paying for ), and automatic payment (So when the pool has a bunch of from Gea's Cradle, and you click on it to pay for , it will pay for all of it... maybe make that a checkbox in menu options?)
I'm sorry I wasn't able to add your changes in successfully. But having said that, I really did spend a lot of time trying... I'm still not sure what I did wrong exactly.
Anyway, I guess it's easy to make mistakes in a merge like that, especially since it was quite a big update, involving lots of changes in a lot of different files.
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Re: Modular
by zerker2000 » 03 Oct 2009, 18:30
Any particular examples of what went wrong?
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
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Re: Modular
by DennisBergkamp » 03 Oct 2009, 20:41
There were a few things, but I think the main issue I kept running into was that when I finally got rid of all the compile errors, forge wouldn't start anymore. It didn't give any error messages either, which is the strange thing. Maybe some infinite loop?
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Re: Modular
by zerker2000 » 03 Oct 2009, 21:00
Tried debugging? If it's an infinite loop, make sure mana pool uses extrinsic keywords and shouldManaAbility uses c.getIntrinsicKeyword, I do remember some infinite loop problems having popped up somewhere around that code. Also, how many / what bugs (ones unrelated to manapool issues) do you have left to fix? A recent bug report mentioned targeting problems with Dragon Blood, I think an &&canTarget(ability, c) needs to be added in the AI targeting system, and to this post's CardListFilter as well.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
- Posts: 569
- Joined: 09 May 2009, 21:40
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Re: Modular
by DennisBergkamp » 03 Oct 2009, 23:59
Ah, yes I'm pretty sure I tried debugging. I can't remember what happened exactly, but whatever it was, it didn't help much
Currently I'm finishing:
- some of the "This card can't be countered" cards.
- making a separate imageName for all of the tokens (I'm done with all the token generators in CardFactory, so basically I'm done with most of it - 90% probably)
- I'll also fix Dragon Blood + Sun Quan, Lord of Wu.
- some more problems with the imageName stuff (big pic doesn't show up on the right panel).
- test AEther Web
Currently I'm finishing:
- some of the "This card can't be countered" cards.
- making a separate imageName for all of the tokens (I'm done with all the token generators in CardFactory, so basically I'm done with most of it - 90% probably)
- I'll also fix Dragon Blood + Sun Quan, Lord of Wu.
- some more problems with the imageName stuff (big pic doesn't show up on the right panel).
- test AEther Web
-
DennisBergkamp - AI Programmer
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Re: Modular
by zerker2000 » 04 Oct 2009, 00:23
Erm, at least you could find out when the problem happened... if the bug is what I experienced, it would be an infinite loop in CardFactory.shouldManaAbility, with the first card with a mana ability having it copied into its keyword ArrayList an infinite amount of times. I think this is aused by the hack used to keep AI backwards compatibility, and was fixed by having shouldManaAbility check intrinsic keywords instead of all of them. If that's not the problem, it should be easy to breakpoint vital new methods to see where the program isn't getting. Anyways, I'm planning on removing basic mana abilities as keywords altogether, and somehow teaching the AI to use them.DennisBergkamp wrote:Ah, yes I'm pretty sure I tried debugging. I can't remember what happened exactly, but whatever it was, it didn't help much
Is this topic's code going to make it in? Or should I add it myself when I get the code?Currently I'm finishing:
- some of the "This card can't be countered" cards.
- making a separate imageName for all of the tokens (I'm done with all the token generators in CardFactory, so basically I'm done with most of it - 90% probably)
- I'll also fix Dragon Blood + Sun Quan, Lord of Wu.
- some more problems with the imageName stuff (big pic doesn't show up on the right panel).
- test AEther Web
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
- Programmer
- Posts: 569
- Joined: 09 May 2009, 21:40
- Location: South Pasadena, CA
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Re: Modular
by DennisBergkamp » 04 Oct 2009, 01:37
Yikes, yes this is exactly what's happening (I debugged and put a breakpoint in shouldManaAbility - it's stuck on Tranquil Thicket).
But unfortunately, this is obviously on a very old version (a July 25th backup), so either way, merging your stuff into my new version will still be quite a big job. I've made a lot of updates all over the place, fortunately I don't think I changed much in the mana classes though.
I've already put in your Modular code (not tested yet though, but it should work), I will also include a small changelog of all the changes since 10-02. I'm almost ready with everything - some bugs will take much longer to fix, I'll save those for some other time. Anyway, I'll send you a pm with the source sometime this evening.
But unfortunately, this is obviously on a very old version (a July 25th backup), so either way, merging your stuff into my new version will still be quite a big job. I've made a lot of updates all over the place, fortunately I don't think I changed much in the mana classes though.
I've already put in your Modular code (not tested yet though, but it should work), I will also include a small changelog of all the changes since 10-02. I'm almost ready with everything - some bugs will take much longer to fix, I'll save those for some other time. Anyway, I'll send you a pm with the source sometime this evening.
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Re: Modular
by DennisBergkamp » 04 Oct 2009, 02:04
Actually, I might as well just post it here.
Feel free to download this everyone... if you know how to compile, this is basically the 10-02 version with some extra cards/fixes/features.
(A lot of things haven't been fixed yet though).
I've added your Energizer card as well as the Modular keyword (+ cards), Zerker.
=============================================================================================================================
- Dosan's Oldest Chant shouldn't have cycling anymore.
- Fixed Think Twice (has Flashback now)
- Fixed a bunch of Auras (AI shouldn't try to cast them on untargetable creatures now).
- Fixed a lot of small errors in cards.txt and CardFactory.
- Fixed Impulse when cast on an empty (or near empty) library.
- Fixed Secluded Steppe/Forgotten Cave.
- Added keyword "This creature can block creatures with shadow as though they didn't have shadow."
- Added Chris' fix on the properties files (how to text).
- Added Zerker's Modular keyword.
- Fixed some bugs in the combat code with shadow:
1. creatures with flying/landwalk/etc. and shadow won't be able to be blocked merely by a creature with shadow.
2. creatures with "This creature can block creatures with shadow as though they didn't have shadow." and shadow won't be able to block anything now.
- Fixed Sun Quan, Lord of Wu.
- Fixed Dragon Blood.
- Added a separate ImageName for tokens, and updated all token generators to provide tokens with correct names.
- Added a few extra cards.
=============================================================================================================================
Feel free to download this everyone... if you know how to compile, this is basically the 10-02 version with some extra cards/fixes/features.
(A lot of things haven't been fixed yet though).
I've added your Energizer card as well as the Modular keyword (+ cards), Zerker.
=============================================================================================================================
- Dosan's Oldest Chant shouldn't have cycling anymore.
- Fixed Think Twice (has Flashback now)
- Fixed a bunch of Auras (AI shouldn't try to cast them on untargetable creatures now).
- Fixed a lot of small errors in cards.txt and CardFactory.
- Fixed Impulse when cast on an empty (or near empty) library.
- Fixed Secluded Steppe/Forgotten Cave.
- Added keyword "This creature can block creatures with shadow as though they didn't have shadow."
- Added Chris' fix on the properties files (how to text).
- Added Zerker's Modular keyword.
- Fixed some bugs in the combat code with shadow:
1. creatures with flying/landwalk/etc. and shadow won't be able to be blocked merely by a creature with shadow.
2. creatures with "This creature can block creatures with shadow as though they didn't have shadow." and shadow won't be able to block anything now.
- Fixed Sun Quan, Lord of Wu.
- Fixed Dragon Blood.
- Added a separate ImageName for tokens, and updated all token generators to provide tokens with correct names.
- Added a few extra cards.
=============================================================================================================================
- Attachments
-
- Source1003.rar
- (517.86 KiB) Downloaded 240 times
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Re: Modular
by zerker2000 » 04 Oct 2009, 07:10
Eclipse seems to not like your code: I extract it, base a new project off of it, and get this when I try to run it:
- Code: Select all
java.io.FileNotFoundException: forge.properties (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(FileInputStream.java:106)
at treeProperties.TreeProperties.<init>(TreeProperties.java:158)
at treeProperties.TreeProperties.<init>(TreeProperties.java:132)
at forge.properties.ForgeProps.<clinit>(ForgeProps.java:28)
at Gui_NewGame.<clinit>(Gui_NewGame.java:79)
Exception in thread "main" java.lang.ExceptionInInitializerError
at Gui_NewGame.<clinit>(Gui_NewGame.java:79)
Caused by: java.lang.NullPointerException
at java.util.regex.Matcher.getTextLength(Matcher.java:1140)
at java.util.regex.Matcher.reset(Matcher.java:291)
at java.util.regex.Matcher.<init>(Matcher.java:211)
at java.util.regex.Pattern.matcher(Pattern.java:888)
at java.util.Formatter.parse(Formatter.java:2457)
at java.util.Formatter.format(Formatter.java:2413)
at java.io.PrintWriter.format(PrintWriter.java:861)
at java.io.PrintWriter.printf(PrintWriter.java:760)
at forge.error.ErrorViewer.printError(ErrorViewer.java:129)
at forge.error.ErrorViewer.showError(ErrorViewer.java:66)
at forge.error.ErrorViewer.showError(ErrorViewer.java:47)
at forge.properties.ForgeProps.<clinit>(ForgeProps.java:31)
... 1 more
Could not find the main class: Gui_NewGame. Program will exit.
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.
--Eladamri, the Seed of Freyalise
- zerker2000
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Re: Modular
by silly freak » 04 Oct 2009, 09:20
obviously, the forge.properties file is missing. maybe your eclipse uses the wrong working directory. look into the launch configuration (in the "arguments" tab) and make sure that the working directory is the one where your forge.properties is located
___
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
where's the "trust me, that will work!" switch for the compiler?
Laterna Magica - blog, forum, project, 2010/09/06 release!
- silly freak
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