Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by Hanmac » 31 Jul 2014, 05:31
the second ability of Chandra, Pyromaster is broken.
if a spell is exiled and then cast, you can still cast it again if its a instant spell
if a spell is exiled and then cast, you can still cast it again if its a instant spell
Re: Bug Reports (snapshot builds)
by swordshine » 31 Jul 2014, 05:42
My Control Magic controls ai's Eidolon of Blossoms. I should draw a card because Control Magic is an enchantment, but it didn't trigger. I tried to fix this by changing the order of attachment:
- Code: Select all
### Eclipse Workspace Patch 1.0
#P ForgeLocal
Index: forge-game/src/main/java/forge/game/ability/effects/AttachEffect.java
===================================================================
--- forge-game/src/main/java/forge/game/ability/effects/AttachEffect.java (revision 26881)
+++ forge-game/src/main/java/forge/game/ability/effects/AttachEffect.java (working copy)
@@ -12,7 +12,6 @@
import forge.game.player.Player;
import forge.game.spellability.SpellAbility;
import forge.game.spellability.TargetRestrictions;
-import forge.game.zone.ZoneType;
import forge.util.Lang;
import java.util.ArrayList;
@@ -25,18 +24,21 @@
*/
@Override
public void resolve(SpellAbility sa) {
- if (sa.getHostCard().isAura() && sa.isSpell()) {
+ Card source = sa.getHostCard();
+ if (source.isAura() && sa.isSpell()) {
final Player ap = sa.getActivatingPlayer();
// The Spell_Permanent (Auras) version of this AF needs to
// move the card into play before Attaching
-
- sa.getHostCard().setController(ap, 0);
- final Card c = ap.getGame().getAction().moveTo(ap.getZone(ZoneType.Battlefield), sa.getHostCard());
- sa.setHostCard(c);
+ source.setController(ap, 0);
+ for (Object o : getTargets(sa)) {
+ handleAttachment(source, o, sa);
+ }
+ ap.getGame().getAction().moveToPlay(source);
+ return;
}
- Card source = sa.getHostCard();
+
Card card = sa.getHostCard();
final List<GameObject> targets = getTargets(sa);
- Code: Select all
?? 31, 2014 1:41:00 ?? com.google.common.eventbus.EventBus$LoggingSubscriberExceptionHandler handleException
??: Could not dispatch event: forge.control.FControlGameEventHandler@90b636 to public void forge.control.FControlGameEventHandler.receiveGameEvent(forge.game.event.GameEvent)
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Re: Bug Reports (snapshot builds)
by friarsol » 01 Aug 2014, 01:50
Looks like the Card Detail Panel for Rage Extractor is messed up, since we don't have an image for phyrexian mana by itself.
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Re: Bug Reports (snapshot builds)
by FabioFLX » 01 Aug 2014, 17:31
Hi, every time I use Mana Confluence to pay the colored part of a spell mana cost, Forge gives me an exception and the game is gone. The only way to repair it is to close and reopen Forge.
I noticed that, when I use Mana Confluence for the colorless part of the cost, Forge works instead.
Thank you.
I noticed that, when I use Mana Confluence for the colorless part of the cost, Forge works instead.
Thank you.
Re: Bug Reports (snapshot builds)
by friarsol » 02 Aug 2014, 04:32
Trying to finish my opponent off with a Meteor Storm.
I activate it with 2 cards in my hand, press auto to pay the 4 mana, and the game crashes instead of giving me the win
I activate it with 2 cards in my hand, press auto to pay the 4 mana, and the game crashes instead of giving me the win

- Meteor Storm Crash | Open
- Game-12 > java.lang.NullPointerException
at forge.game.card.CardUtil.getLKICopy(CardUtil.java:142)
at forge.game.cost.CostPartWithList.executePayment(CostPartWithList.java:105)
at forge.game.cost.CostPartWithList.executePayment(CostPartWithList.java:120)
at forge.game.cost.CostPartWithList.payAsDecided(CostPartWithList.java:144)
at forge.game.cost.CostPayment.payCost(CostPayment.java:140)
at forge.player.HumanPlaySpellAbility.playAbility(HumanPlaySpellAbility.java:92)
at forge.player.HumanPlay.playSpellAbility(HumanPlay.java:97)
at forge.player.PlayerControllerHuman.playChosenSpellAbility(PlayerControllerHuman.java:646)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:991)
at forge.game.GameAction.startGame(GameAction.java:1558)
at forge.game.Match.startGame(Match.java:81)
at forge.control.FControl$4.run(FControl.java:442)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
at java.lang.Thread.run(Thread.java:744)
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Re: Bug Reports (snapshot builds)
by friarsol » 04 Aug 2014, 12:16
Ok, I was looking into this last night, and it seems this function has some serious problems. It kind of looks like a reservoir sampling except with some fairly basic flaws. I'll fix it up when I get a chance to test things out this week.friarsol wrote:Trying to finish my opponent off with a Meteor Storm.
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Re: Bug Reports (snapshot builds)
by Hanmac » 04 Aug 2014, 14:52
extort and lifelink does not increase my life if it was the first time in a game or the first time after forge was started
Re: Bug Reports (snapshot builds)
by Agetian » 04 Aug 2014, 18:41
Description: I keep getting this after the AI casts Genju of the Fields. Can't continue the game after this crash.
- RuntimeException | Open
- Code: Select all
Forge Version: 1.5.24-SNAPSHOT-r26920
Operating System: Linux 3.8.0-26-generic amd64
Java Version: 1.7.0_51 Oracle Corporation
java.lang.RuntimeException: TriggerFactory : registerTrigger -- trigParse too short
at forge.game.trigger.TriggerHandler.parseParams(TriggerHandler.java:124)
at forge.game.trigger.TriggerHandler.parseTrigger(TriggerHandler.java:97)
at forge.ai.ability.AnimateAi.becomeAnimated(AnimateAi.java:438)
at forge.ai.ability.AnimateAi.canPlayAI(AnimateAi.java:154)
at forge.ai.SpellAbilityAi.canPlayAIWithSubs(SpellAbilityAi.java:23)
at forge.ai.AiController.canPlaySa(AiController.java:650)
at forge.ai.AiController.canPlayAndPayFor(AiController.java:637)
at forge.ai.AiController.chooseSpellAbilyToPlay(AiController.java:1178)
at forge.ai.AiController.getSpellAbilityToPlay(AiController.java:1159)
at forge.ai.AiController.choooseSpellAbilityToPlay(AiController.java:1110)
at forge.ai.PlayerControllerAi.chooseSpellAbilityToPlay(PlayerControllerAi.java:415)
at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:996)
at forge.game.GameAction.startGame(GameAction.java:1558)
at forge.game.Match.startGame(Match.java:81)
at forge.control.FControl$4.run(FControl.java:442)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1145)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:615)
at java.lang.Thread.run(Thread.java:744)
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Re: Bug Reports (snapshot builds)
by Hanmac » 05 Aug 2014, 15:45
Scholar of Athreos is wrong in the script, currently it does only damage to one player in a 4 all vs all multiplayer, but it should damage the other 2 players too (and you should get +3life),
specially if used with Vizkopa Guildmage and her second ability.
----
Multiplayer view is broken ... if you have a game running with four players, and then switch back to the main or deck menu, and then back to the game, the views for the 3. and 4. player are gone
specially if used with Vizkopa Guildmage and her second ability.
----
Multiplayer view is broken ... if you have a game running with four players, and then switch back to the main or deck menu, and then back to the game, the views for the 3. and 4. player are gone
Re: Bug Reports (snapshot builds)
by friarsol » 06 Aug 2014, 23:52
When adding optional costs (e.g. Buyback, Kicker) the costs aren't reordered to their typical CostPayment order before you start paying.
Example:
Paying for a Buyback Constant Mists should be exactly the same cost order as paying for a Crop Rotation.
This is most notable for Buyback costs that force you to sacrifice things which in turn would force you to be unable to pay the mana cost.
Example:
Paying for a Buyback Constant Mists should be exactly the same cost order as paying for a Crop Rotation.
This is most notable for Buyback costs that force you to sacrifice things which in turn would force you to be unable to pay the mana cost.
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Re: Bug Reports (snapshot builds)
by Hanmac » 07 Aug 2014, 07:54
tested Multiplayer Archenemy again,
if one of the cpu players die in his turn the game does not switch to the next one, it does hang and i can only close it
if one of the cpu players die in his turn the game does not switch to the next one, it does hang and i can only close it
Re: Bug Reports (snapshot builds)
by timmermac » 07 Aug 2014, 19:00
r26925: I have a Megrim on the field and attack with a Dragon Mage. Opponent has 5 cards in hand and takes no damage from discarding that hand. There is nothing on the field that should prevent that damage.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Bug Reports (snapshot builds)
by friarsol » 07 Aug 2014, 19:10
Weird, this uses ChangeZoneAll instead of Discard like Wheel of Fortune does. I.. don't even know why, it's the exact same effect. I'm not at a place where I can commit, but I'd guess changing the executed ability to be the same as the Wheel of Fortune primary ability, this would probably be resolved.timmermac wrote:r26925: I have a Megrim on the field and attack with a Dragon Mage. Opponent has 5 cards in hand and takes no damage from discarding that hand. There is nothing on the field that should prevent that damage.
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Re: Bug Reports (snapshot builds)
by Nanaki404 » 07 Aug 2014, 22:17
I play a Dread Return (with flashback) targeting a creature card in my graveyard, and the AI counters it with Intervene, that counters a spell targeting a creature. This should not work, since creature cards are only creatures on the battlefield, and not in the graveyard.
- General bug report | Open
- Code: Select all
Forge Version: 1.5.23-r26900
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_67 Oracle Corporation
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Re: Bug Reports (snapshot builds)
by Fizanko » 08 Aug 2014, 20:01
Hello, using r26925
After the Aquaman AI added some counters to his Caravan Escort :

Each time i click OK or press Spacebar to move through the phase, i head the "add counter" sound being played again, at each phase (no counters are added, just the sound), my phases and the AI phases.
(i have music not enabled, only the sounds)
the problem stopped at the end of the round, the round following had all the phases playing with the counter sound
After the Aquaman AI added some counters to his Caravan Escort :

Each time i click OK or press Spacebar to move through the phase, i head the "add counter" sound being played again, at each phase (no counters are added, just the sound), my phases and the AI phases.
(i have music not enabled, only the sounds)
the problem stopped at the end of the round, the round following had all the phases playing with the counter sound
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