Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Agetian » 15 Oct 2012, 17:06
Oh, gotcha, thanks for clarifying it! Looks like we were playing it wrong all along.friarsol wrote:The only time you could gain priority is if something triggered off playing that land (i.e. Landfall). But that still wouldn't give you priority until the opponent passed it to you with the trigger on the stack. (It just happens before Sorcery speed spells can be cast/activated)
Even still that opponent could always tap lands for mana in response to your instant. If you'd like to tap down your opponents lands, its best to do it during that player's upkeep before they get to draw.

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Re: Bug Reports (snapshot builds)
by swordshine » 16 Oct 2012, 01:31
10/15 snapshot:
The mana cost of Tidal Control should be 1 U U.
The mana cost of Tidal Control should be 1 U U.
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Re: Bug Reports (snapshot builds)
by Bundy » 16 Oct 2012, 12:05
Snapshot forge-1.2.16-20121015.112724-9
• There are no avatars visible while playing.
• Mana pool is not updated when going to the next phase. If i tap a land to add 1 mana, the mana pool is empty when i go to the next phase, but it will still display 1.
• I looked a bit more at my Grave Pact and Diamond Kaleidoscope combo that causes Forge to hang.
When i make a token with the kaleidoscope and my token dies the normal way from blocking or other damage, Grave Pact triggers without any problems. When i sacrifice my token to the kaleidoscope, the game stops on the Grave Pact trigger, no error message or anything, you just can't continue.
Also tried this with Ashnod's Altar. Sacrificing the token has the same result. Also sacrificing a "real" creature instead of a token has the same result.
So it seems Grave Pact + sacrifice does not work?
• There are no avatars visible while playing.
• Mana pool is not updated when going to the next phase. If i tap a land to add 1 mana, the mana pool is empty when i go to the next phase, but it will still display 1.
• I looked a bit more at my Grave Pact and Diamond Kaleidoscope combo that causes Forge to hang.
When i make a token with the kaleidoscope and my token dies the normal way from blocking or other damage, Grave Pact triggers without any problems. When i sacrifice my token to the kaleidoscope, the game stops on the Grave Pact trigger, no error message or anything, you just can't continue.
Also tried this with Ashnod's Altar. Sacrificing the token has the same result. Also sacrificing a "real" creature instead of a token has the same result.
So it seems Grave Pact + sacrifice does not work?
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Re: Bug Reports (snapshot builds)
by friarsol » 16 Oct 2012, 12:11
Are you sacrificing for mana inside of casting a spell or outside of casting a spell?Bundy wrote:Also tried this with Ashnod's Altar. Sacrificing the token has the same result. Also sacrificing a "real" creature instead of a token has the same result.
So it seems Grave Pact + sacrifice does not work?
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Re: Bug Reports (snapshot builds)
by Bundy » 16 Oct 2012, 12:19
No, only for mana to trigger the Grave Pact so the computer has to sacrifice a creature. I don't cast any spells.friarsol wrote:Are you sacrificing for mana inside of casting a spell or outside of casting a spell?
EDIT:
just tried it while casting a spell. Then it works

EDIT AGAIN:
When i have to sacrifice my own token to Call to the Grave, Grave Pact triggers and the game continues. So it seems it has to do something with the mana not being used for a spell, but stored in the mana pool? (produced while sacrificing the token to Diamond Kaleidoscope or Ashnod's Altar)
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Re: Bug Reports (snapshot builds)
by Doublestrike » 17 Oct 2012, 00:02
Thanks, will be a while until this is fixed. We're trying to implement some multiplayer features and avatars will be "down for the count" until things stabilize after a while.Bundy wrote:There are no avatars visible while playing.
I've noticed something similar myself, probably related, using "generate mana" from the dev panel.Bundy wrote:Mana pool is not updated when going to the next phase. If i tap a land to add 1 mana, the mana pool is empty when i go to the next phase, but it will still display 1.
---
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A joke is a very serious thing.
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Re: Bug Reports (snapshot builds)
by friarsol » 17 Oct 2012, 02:18
Burst Lightning on an Isochron Scepter
- Error | Open
- java.lang.NullPointerException
at forge.card.spellability.SpellAbilityRestriction.checkZoneRestrictions(SpellAbilityRestriction.java:192)
at forge.card.spellability.SpellAbilityRestriction.canPlay(SpellAbilityRestriction.java:309)
at forge.card.spellability.Spell.canPlay(Spell.java:112)
at forge.GameActionUtil.getOptionalAdditionalCosts(GameActionUtil.java:1588)
at forge.GameAction.chooseOptionalAdditionalCosts(GameAction.java:1902)
at forge.GameAction.playSpellAbility(GameAction.java:1940)
at forge.card.abilityfactory.AbilityFactoryPlay.playResolve(AbilityFactoryPlay.java:509)
at forge.card.abilityfactory.AbilityFactoryPlay.access$2(AbilityFactoryPlay.java:354)
at forge.card.abilityfactory.AbilityFactoryPlay$1AbilityPlay.resolve(AbilityFactoryPlay.java:105)
at forge.card.abilityfactory.AbilityFactory.passUnlessCost(AbilityFactory.java:2782)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2888)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:905)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:869)
at forge.game.player.ComputerAIGeneral.playSpellAbilities(ComputerAIGeneral.java:380)
at forge.control.input.InputControl.updateInput(InputControl.java:260)
at forge.gui.GuiInput.update(GuiInput.java:58)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.util.MyObservable.updateObservers(MyObservable.java:41)
at forge.control.input.InputControl.resetInput(InputControl.java:146)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:858)
at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:76)
at forge.gui.GuiInput.selectButtonOK(GuiInput.java:92)
at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:51)
Last edited by Chris H. on 17 Oct 2012, 10:10, edited 1 time in total.
Reason: mouse-over
Reason: mouse-over
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Re: Bug Reports (snapshot builds)
by friarsol » 17 Oct 2012, 03:23
Persist doesn't appear go onto the stack simultaneously with other Leaves Battlefield abilities. (Kitchen Finks + Meadowboon + Wrath of God doesn't let me put the +1/+1 counter on the Finks after it comes back into play)
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Re: Bug Reports (snapshot builds)
by swordshine » 17 Oct 2012, 05:10
10/16 snapshot:
Terrifying Presence 's preventdamage effect needs "CombatDamage$ True".
Terrifying Presence 's preventdamage effect needs "CombatDamage$ True".
Last edited by Chris H. on 17 Oct 2012, 10:10, edited 1 time in total.
Reason: mouse-over
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Re: Bug Reports (snapshot builds)
by Milod » 17 Oct 2012, 09:03
i cant see the avatars on duel screen why is that?
Re: Bug Reports (snapshot builds)
by Chris H. » 17 Oct 2012, 10:11
Milod wrote:i cant see the avatars on duel screen why is that?
This is explained elsewhere on another topic.

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Re: Bug Reports (snapshot builds)
by Bundy » 17 Oct 2012, 15:23
Snapshot forge-1.2.16-20121015.112724-9
Computer attacks with Stone Spirit enchanted with Extra Arms.
I have Auriok Champion and Wall of Reverence in play.
Computer attacks with Stone Spirit enchanted with Extra Arms.
I have Auriok Champion and Wall of Reverence in play.
- Code: Select all
Index: 0, Size: 0
Version:
Forge version 1.2.16-SNAPSHOT
OS: Windows 7 Version: 6.1 Architecture: x86
Java Version: 1.7.0_07 Vendor: Oracle Corporation
Detailed error trace:
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at forge.card.abilityfactory.AbilityFactoryDealDamage.dealDamageResolve(AbilityFactoryDealDamage.java:902)
at forge.card.abilityfactory.AbilityFactoryDealDamage.access$3(AbilityFactoryDealDamage.java:855)
at forge.card.abilityfactory.AbilityFactoryDealDamage$1AbilityDealDamage.resolve(AbilityFactoryDealDamage.java:120)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2901)
at forge.game.player.ComputerUtil.playNoStack(ComputerUtil.java:434)
at forge.card.trigger.TriggerHandler$2.resolve(TriggerHandler.java:989)
at forge.card.abilityfactory.AbilityFactory.resolve(AbilityFactory.java:2901)
at forge.game.zone.MagicStack.resolveStack(MagicStack.java:905)
at forge.game.phase.PhaseHandler.passPriority(PhaseHandler.java:869)
at forge.control.input.InputPassPriority.selectButtonOK(InputPassPriority.java:76)
at forge.gui.GuiInput.selectButtonOK(GuiInput.java:92)
at forge.gui.match.controllers.CMessage$2.actionPerformed(CMessage.java:51)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$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:91)
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$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by Sloth » 17 Oct 2012, 18:24
Fixed! Thanks Almeida.Almeida wrote: Niv-Mizzet, Dracogenius is a Dragon Wizard creature type
This has already been fixed.Agetian wrote:1) (reposted from v1.2.15 thread as it's relevant for the latest SVN as well) It's very common to see the AI chump-block my huge creatures, like 6/6 or 8/8, with two of its creatures that both die without killing my creature. It would have made sense if my creature was Trample, but it isn't, and there's no other apparent reason why the AI would sacrifice two creatures on my one creature without killing it.
swordshine wrote:10/15 snapshot:
The mana cost of Tidal Control should be 1 U U.
Both fixed! Thanks swordshine.swordshine wrote:10/16 snapshot:
Terrifying Presence 's preventdamage effect needs "CombatDamage$ True".
Fixed! Thanks sol.friarsol wrote: Burst Lightning on an Isochron Scepter
I fixed the simultaneous stack entry, but i think Meadowboon still always goes on the stack last (must be a targeting input delay).friarsol wrote:Persist doesn't appear go onto the stack simultaneously with other Leaves Battlefield abilities. (Kitchen Finks + Meadowboon + Wrath of God doesn't let me put the +1/+1 counter on the Finks after it comes back into play)
This has already been fixed.Bundy wrote:Snapshot forge-1.2.16-20121015.112724-9
Computer attacks with Stone Spirit enchanted with Extra Arms.
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Re: Bug Reports (snapshot builds)
by friarsol » 17 Oct 2012, 18:56
Sloth in recognition of your service to Forge, I grant you the title... Supreme Bug Squasher.Sloth wrote:Fixes everything
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Re: Bug Reports (snapshot builds)
by Jaedayr » 17 Oct 2012, 20:47
I don't EVEN want to see what the bottom of Sloth's shoes look like, there must be a million bugs down there.friarsol wrote:Sloth in recognition of your service to Forge, I grant you the title... Supreme Bug Squasher.Sloth wrote:Fixes everything

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