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Re: SVN Bug Reports

PostPosted: 18 Apr 2011, 21:32
by Corwin72
Battle Cry and Beastmaster Ascension just change how a game should be played so much. Thanks for thinking about this.

Re: SVN Bug Reports

PostPosted: 18 Apr 2011, 23:04
by Chris H.
Sloth wrote:We try not to add so much hardcoded card related stuff anymore, but anticipating battlecry should be something the AI should be capable of. Maybe I will find the time to code it up.
`
I think that at one time the Doran, the Siege Tower attack code was hard coded. Not sure, but if it still is it may be possible to add in a test for Beastmaster Ascension into the same code block.

Then again, sometimes things just are not as simple as we would hope.

Re: SVN Bug Reports

PostPosted: 18 Apr 2011, 23:25
by timmermac
This might be difficult to code, but I would like to see something where if the computer drops a Beastmaster Ascension, it goes into an all-out attack mode. I'd also like to see people that build decks better than I do integrate the Best. Combo. Ever. Which is Beastmaster Ascension + Doubling Season.

Re: SVN Bug Reports

PostPosted: 19 Apr 2011, 19:54
by Jaedayr
r8113

AI enchanted my Lys Alana Huntmaster with Volition Reins. On my next turn I cast Elvish Archdruid and the AI got a 1/1 Elf Warrior token.

Re: SVN Bug Reports

PostPosted: 19 Apr 2011, 19:59
by UnderFlow
I started casting Kodama's Reach while the AI had a Glowrider out, but aborted it before paying the mana cost. Later, after I had killed the Glowrider, I wanted to cast it again, but I was still prompted to pay G3. However, the other Reach I held in hand cost G2, as normal. The same effect appears to apply to other non-creature cards as well.

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 03:10
by friarsol
I was playing the W Battle Cry deck and noticed a huge spam of Attack logs clicking through, probably one for each creature? But it also seems to be calling this during Main2. The AI shouldn't be considering if he's attacking after Attackers have (not) been Declared.

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 15:49
by Corwin72
r8127
the CIP trigger for Sharuum the Hegemon is returning the artifact to
Destination$ Hand
instead of
Destination$ Battlefield
| Open
Name:Sharuum the Hegemon
ManaCost:3 W U B
Types:Legendary Artifact Creature Sphinx
Text:no text
PT:5/5
K:Flying
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigChangeZone | OptionalDecider$ You | TriggerDescription$ When CARDNAME enters the battlefield, you may return target artifact card from your graveyard to the battlefield.
SVar:TrigChangeZone:AB$ChangeZone | Cost$ 0 | Origin$ Graveyard | Destination$ Hand | ValidTgts$ Artifact.YouCtrl
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/sharuum_the_hegemon.jpg
SetInfo:ALA|Mythic|http://magiccards.info/scans/en/ala/194.jpg
End

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 15:58
by Corwin72
r8127
I am playing against a Neo opponent and I receive this error:

AbilityFactory : getAbility -- abString too short in Groundbreaker

This happens each computer upkeep.
| Open
Name:Groundbreaker
ManaCost:G G G
Types:Creature Elemental
Text:no text
PT:6/1
K:Haste
K:Trample
K:At the beginning of the end step, sacrifice CARDNAME.
SVar:Rarity:Rare
SVar:Picture:http://resources.wizards.com/magic/cards/plc/en-us/card122429.jpg
SetInfo:PLC|Rare|http://magiccards.info/scans/en/pc/148.jpg
End

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 16:26
by Corwin72
r8127
Now I am getting the error:
AbilityFactory : getAbility -- abString too short in AEther Adept

This happens each computer turn.

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 17:17
by Sloth
Corwin72 wrote:r8127
the CIP trigger for Sharuum the Hegemon is returning the artifact to
Destination$ Hand
instead of
Destination$ Battlefield
Fixed! Thanks Corwin.

Corwin72 wrote:r8127
I am playing against a Neo opponent and I receive this error:

AbilityFactory : getAbility -- abString too short in Groundbreaker

This happens each computer upkeep.
I'm not sure what causes this. Can you post a full error report.

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 19:14
by Corwin72
Updating build and trying to duplicate.

Re: SVN Bug Reports

PostPosted: 20 Apr 2011, 19:53
by Corwin72
r8130
Null error when Mishra, Artificer Prodigy does not find a duplicate artifact in the deck.

| Open
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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_22 Vendor: Sun Microsystems Inc.

Detailed error trace:
java.lang.NullPointerException
at forge.GameAction.Whenever_GetMoveToZone(Unknown Source)
at forge.GameAction$28.execute(Unknown Source)
at forge.GameAction.Whenever_ManaPaid(Unknown Source)
at forge.GameAction$11.resolve(Unknown Source)
at forge.MagicStack.resolveStack(Unknown Source)
at forge.Phase.passPriority(Unknown Source)
at forge.ComputerAI_General.stackResponse(Unknown Source)
at forge.ComputerAI_General.stack_not_empty(Unknown Source)
at forge.gui.input.InputControl.updateInput(Unknown Source)
at forge.GuiInput.update(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(Unknown Source)
at forge.gui.input.InputControl.resetInput(Unknown Source)
at forge.Phase.passPriority(Unknown Source)
at forge.gui.input.Input_PassPriority.selectButtonOK(Unknown Source)
at forge.GuiInput.selectButtonOK(Unknown Source)
at forge.GuiDisplay4.okButtonActionPerformed(Unknown Source)
at forge.GuiDisplay4.access$3(Unknown Source)
at forge.GuiDisplay4$25.actionPerformed(Unknown Source)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener$Actions.actionPerformed(Unknown Source)
at javax.swing.SwingUtilities.notifyAction(Unknown Source)
at javax.swing.JComponent.processKeyBinding(Unknown Source)
at javax.swing.JComponent.processKeyBindings(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.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

PostPosted: 22 Apr 2011, 04:18
by friarsol
AI had a Quest for the Nihil Stone with 2 counters on it. I had 2 cards in hand, but I still lost 5 life. It looks like it's not checking both of the conditions properly.

Re: SVN Bug Reports

PostPosted: 22 Apr 2011, 08:10
by Sloth
friarsol wrote:AI had a Quest for the Nihil Stone with 2 counters on it. I had 2 cards in hand, but I still lost 5 life. It looks like it's not checking both of the conditions properly.
Yes, the card is not scriptable at the moment, since it needs two isPresent requirements. I will see, if I can implement something like "isPresent2$ ".

EDIT: Did just that. Was really simple.

Re: SVN Bug Reports

PostPosted: 22 Apr 2011, 11:51
by Replika
UnderFlow wrote:I started casting Kodama's Reach while the AI had a Glowrider out, but aborted it before paying the mana cost. Later, after I had killed the Glowrider, I wanted to cast it again, but I was still prompted to pay G3. However, the other Reach I held in hand cost G2, as normal. The same effect appears to apply to other non-creature cards as well.
I noticed some odd things with cost changing effects, too. These were from older revisions, though, but didn't get fixed, I think:
- Spectral Procession is not affected by cost increasing effects if cast for WWW.
- Any spell that was cast or announced to be cast while a cost chaning effect was active will still have its changed cost when cast again later, either by cancelling the casting process or by recurring it.