SVN Bug Reports
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Re: SVN Bug Reports
by Chris H. » 11 May 2011, 20:24
`SoulStorm wrote:I'm not playing much at all currently. I just track the change log, and every once in awhile a new card or other change inspires me to design a new deck to play around with for a bit.
People's interest can change over time. I find myself spending far more time with dev efforts than actually playing the game but that is just where my head is at this time.

`I personally played over 1,000 games in quest mode before I got tired of playing hundreds of games to build one deck. Now I just want to be able to tinker with new decks and test them against the creations of others.
People have requested a gauntlet mode in the past. It might be a good idea to separate the gauntlet type of mode from the quest mode as they may be different enough from each other to justify two different modes.
I would guess that a gauntlet mode could be selected at the New Game constructed deck option. We would select a deck as normal in a constructed mode game. We could add a new "Gauntlet" option in the deck selector for the computer.
Press the new game button and the computer would be given a random deck from the /res/quest/decks/ folder. If the human wins the match we could then give the human the choice to play against another one of the quest mode AI decks.
Now that we have a sizable number of quest decks this might be a fun way to test out our constructed mode decks.
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Re: SVN Bug Reports
by Sloth » 11 May 2011, 20:30
Good to hear! Recently I wanted to give an extra rare for players beating a very hard quest deck, but gave up after a while, unable to figure out how to get the difficulty of the deck at the end of the match.Fnoed wrote:Yes, this is the plan. There will be some additional lines that will indicate the difficulty of the deck, the description and the opponent image name. We should even be able to define quests' various parameters like initial board setup and reward data in there.Sloth wrote:Another question Fnoed:
Does the new metadata in deck files allow to add quest decks without an entry in the QuestBattle class?
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Re: SVN Bug Reports
by friarsol » 11 May 2011, 20:31
Nevermind I got it. Just try to be as specific as you can about the game state so we can track things down.friarsol wrote:Was Flayer Husk in play? We need more information so we can recreate problems like this.
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Re: SVN Bug Reports
by Fnoed » 11 May 2011, 20:40
Would it make sense to get rid of deck tiers (easy, medium, hard, vhard) altogether and just embed all the reward info into the decks? (Perhaps even adjusted based on the deck, so that beating a red deck gives a booster that has, say, 50% red cards)Sloth wrote:Good to hear! Recently I wanted to give an extra rare for players beating a very hard quest deck, but gave up after a while, unable to figure out how to get the difficulty of the deck at the end of the match.
Perhaps add an XP system and minimum char level to encounter a particular deck so that it becomes more like an RPG?
Re: SVN Bug Reports
by Corwin72 » 11 May 2011, 20:44
r8525
I am casting Sanity Grinding and the prompt says that 23 or 24 U symbols are found. Only 10 cards are milled from the AI.
This is the deck I was testing with.
And Twincast ing a Sanity Grinder did not do anything.
I am casting Sanity Grinding and the prompt says that 23 or 24 U symbols are found. Only 10 cards are milled from the AI.
This is the deck I was testing with.
- | Open
- [metadata]
Name=Sanity Grinder
Deck Type=constructed
[main]
4 Sanity Grinding|EVE
4 Twincast|M10
4 Counterspell|7ED
4 Glen Elendra Liege|SHM
4 Ghastlord of Fugue|SHM
4 Crag Puca|EVE
4 Misty Rainforest|ZEN
4 Scalding Tarn|ZEN
4 Overbeing of Myth|EVE
4 Dominus of Fealty|EVE
4 Wasp Lancer|SHM
16 Island|MBS
[sideboard]
And Twincast ing a Sanity Grinder did not do anything.
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Re: SVN Bug Reports
by DennisBergkamp » 11 May 2011, 20:59
That would be the ideal way to do it... a quick, dirty and hacky method to make this work is just to store the difficulty of the deck in the Constant class.Fnoed wrote:Would it make sense to get rid of deck tiers (easy, medium, hard, vhard) altogether and just embed all the reward info into the decks? (Perhaps even adjusted based on the deck, so that beating a red deck gives a booster that has, say, 50% red cards)Sloth wrote:Good to hear! Recently I wanted to give an extra rare for players beating a very hard quest deck, but gave up after a while, unable to figure out how to get the difficulty of the deck at the end of the match.
Perhaps add an XP system and minimum char level to encounter a particular deck so that it becomes more like an RPG?
So, you could just add Constant.Runtime.deckDifficulty (String or int), and set it before starting a match, then check it after the match is over.
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Re: SVN Bug Reports
by friarsol » 11 May 2011, 22:30
Looks like Assert Authority didn't set it's ValidTgts properly. Is fixed now.Jaedayr wrote:Got the following as I was casting Carnifex Demon against quest Darrin Stevens easy. Checking the AI hand afterwards showed one Assert Authority, but I don't know if this actually caused the problem.
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Re: SVN Bug Reports
by Jaedayr » 12 May 2011, 00:38
No it was not in play.friarsol wrote:Was Flayer Husk in play? We need more information so we can recreate problems like this.
Re: SVN Bug Reports
by SoulStorm » 12 May 2011, 03:33
Chris, this is an awesome idea which I support, endorse, love, and want to see implemented yesterday! I'm also a little resentful that I didn't come up with the idea first.Chris H. wrote:I would guess that a gauntlet mode could be selected at the New Game constructed deck option. We would select a deck as normal in a constructed mode game. We could add a new "Gauntlet" option in the deck selector for the computer.
Press the new game button and the computer would be given a random deck from the /res/quest/decks/ folder. If the human wins the match we could then give the human the choice to play against another one of the quest mode AI decks.
Now that we have a sizable number of quest decks this might be a fun way to test out our constructed mode decks.

Re: SVN Bug Reports
by friarsol » 12 May 2011, 03:40
Does the AI not seem to be using Equips anymore? I'm playing Grandpa Simpson and he has three Equips out, three creatures (including Kor Duelist) and i'm just swinging with a flyer mockingly past an unattached Kitesail.
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Re: SVN Bug Reports
by friarsol » 12 May 2011, 04:04
r8540
Asmira, Holy Avenger gains +1/+1 counters when my creature is destroyed. I think the Trigger Description is incorrect too.
Asmira, Holy Avenger gains +1/+1 counters when my creature is destroyed. I think the Trigger Description is incorrect too.
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Re: SVN Bug Reports
by Sloth » 12 May 2011, 12:43
I get this error when starting forge slapshot5:
Starting a game with a dig card also gives a similar error.
- | Open
- AbilityFactory : SpellAbility was not created for Browse. Looking for API: Dig
Version:
Forge -- official beta: $Date: 2011-01-06 17:34:48 +0100 (Do, 06 Jan 2011) $, SVN revision: $Revision: 4891 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_20 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.RuntimeException: AbilityFactory : SpellAbility was not created for Browse. Looking for API: Dig
at forge.card.abilityFactory.AbilityFactory.getAbility(Unknown Source)
at forge.card.cardFactory.CardFactory.getCard2(Unknown Source)
at forge.card.cardFactory.CardFactory.getCard(Unknown Source)
at forge.card.cardFactory.CardFactory.<init>(Unknown Source)
at forge.AllZone.<clinit>(Unknown Source)
at forge.Gui_NewGame$2.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(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)
Starting a game with a dig card also gives a similar error.
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Re: SVN Bug Reports
by SoulStorm » 12 May 2011, 12:59
:Rite of Passage
I had a Primeval Titan, Thrashing Wumpus, Wall of Reverence, and one Rite of Passage in play. I used the activated ability of Thrashing Wumpus twice, which dealt 2 points of damage to each creature as expected. However, instead of each of my creatures receiving 2 counters, my Primeval Titan received 6 counters. It seems that my Primeval Titan received the counters my Wall of Reverence and Thrashing Wumpus should have received.
I've seen effects similar to this before. If you attack with a Ronin Cliffrider equipped with a Sword of Kaldra, each creature controlled by the AI takes 1 point of damage, but only 1 creature will be exiled.
I had a Primeval Titan, Thrashing Wumpus, Wall of Reverence, and one Rite of Passage in play. I used the activated ability of Thrashing Wumpus twice, which dealt 2 points of damage to each creature as expected. However, instead of each of my creatures receiving 2 counters, my Primeval Titan received 6 counters. It seems that my Primeval Titan received the counters my Wall of Reverence and Thrashing Wumpus should have received.
I've seen effects similar to this before. If you attack with a Ronin Cliffrider equipped with a Sword of Kaldra, each creature controlled by the AI takes 1 point of damage, but only 1 creature will be exiled.
Re: SVN Bug Reports
by slapshot5 » 12 May 2011, 13:52
You must have caught me between checkins? Is it still happening for you?Sloth wrote:I get this error when starting forge slapshot5:
- | Open
- AbilityFactory : SpellAbility was not created for Browse. Looking for API: Dig
Version:
Forge -- official beta: $Date: 2011-01-06 17:34:48 +0100 (Do, 06 Jan 2011) $, SVN revision: $Revision: 4891 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_20 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.RuntimeException: AbilityFactory : SpellAbility was not created for Browse. Looking for API: Dig
at forge.card.abilityFactory.AbilityFactory.getAbility(Unknown Source)
at forge.card.cardFactory.CardFactory.getCard2(Unknown Source)
at forge.card.cardFactory.CardFactory.getCard(Unknown Source)
at forge.card.cardFactory.CardFactory.<init>(Unknown Source)
at forge.AllZone.<clinit>(Unknown Source)
at forge.Gui_NewGame$2.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(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)
Starting a game with a dig card also gives a similar error.
-slapshot5
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Re: SVN Bug Reports
by Sloth » 12 May 2011, 16:01
Dunno what it was. I just refreshed a lot and kept building and suddenly it was gone. Strange.slapshot5 wrote:You must have caught me between checkins? Is it still happening for you?Sloth wrote:I get this error when starting forge slapshot5:
- | Open
- AbilityFactory : SpellAbility was not created for Browse. Looking for API: Dig
Version:
Forge -- official beta: $Date: 2011-01-06 17:34:48 +0100 (Do, 06 Jan 2011) $, SVN revision: $Revision: 4891 $
OS: Windows XP Version: 5.1 Architecture: x86
Java Version: 1.6.0_20 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.RuntimeException: AbilityFactory : SpellAbility was not created for Browse. Looking for API: Dig
at forge.card.abilityFactory.AbilityFactory.getAbility(Unknown Source)
at forge.card.cardFactory.CardFactory.getCard2(Unknown Source)
at forge.card.cardFactory.CardFactory.getCard(Unknown Source)
at forge.card.cardFactory.CardFactory.<init>(Unknown Source)
at forge.AllZone.<clinit>(Unknown Source)
at forge.Gui_NewGame$2.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(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)
Starting a game with a dig card also gives a similar error.
-slapshot5
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