Closed GoogleCodeExporter closed 8 years ago
Using items requires AP, really you should not be able to use items during the
monsters attack phase. If keeping the ability to use items during the monsters
attack phase, allowing the monster to continue to attack based on the amount of
AP you have used seems reasonable to me.
WTF is chitin? It sounds like something you'd say to someone who has offended
you, or you are trying to offend... This is a game first, learning is not what
I play games for ;-)
Original comment by divilsp...@gmail.com
on 17 Jan 2011 at 9:03
You are correct regarding using items during the monsters attack phase - the
game doesn't allow you to actually use them (the "use" button is greyed out for
the useable items). However you can select any item in your inventory as
described (there appears to be no AP cost for just looking through your
inventory).
Lol. No, I'm not trying to offend anyone regarding chitin (it's pronounced
kite-in, so it doesn't really sound like swearing) nor am I trying to force
anybody to learn when they're busy having fun. ;-) I mentioned it on the
off-chance that the developer might be interested in an alternate name for
"Insect shell".
A correction to my original post: the "Fox" on the prison map is actually a
Wolf (NW corner of the map).
Original comment by Grok4grok@gmail.com
on 17 Jan 2011 at 10:23
I totally misread your report. I thought you were saying using an item caused
the problem. Viewing the item should not cause any problems. Do you have a
savegame that can reproduce this? I have not been able to duplicate the problem
when viewing my inventory. Though I was able to confirm that you cannot use
items when it is not your turn which is something I hadn't tried before.
I am also running v0.6.7
Original comment by divilsp...@gmail.com
on 18 Jan 2011 at 5:40
Oh dear. I hope it's not a "bug" that's unique to my phone.
Anyway, here's my most recent savegame. I could reproduce the problem using it.
(Remember to backup your own savegames before trying it.)
I headed South for two maps and engaged a Wild Fox (whose attack cost is listed
as 5AP, so it gets two attacks per turn).
By opening my inventory at just the right time and selecting (tapping) an item
(a Ruby gem this time) I could get the fox to attack me Four times.
I exited the game (without saving), reloaded and repeated the process, I got
the same result.
I then allowed the fox to attack me uninterrupted. It got the expected two
attacks before my next turn started.
On my last test, I decided to see how many times I could repeat the process
within the one (fox) turn. I managed to get the fox enough "free" attacks to
kill me (around 14 turns for the fox).
Original comment by Grok4grok@gmail.com
on 19 Jan 2011 at 7:42
Attachments:
I just recreated the issue on your savegame, then reloaded my savegames after
seeing that I the way I had tried to reproduce the problem was not quite
accurate. I am now able to reproduce the problem on my savegames as well. So it
is not limited to you.
It appears that interrupting the battle sequence is a bad idea at the moment..
don't do that and wait your turn. (lol)
I'm trying to find my way through the code to the actual battle sequence, from
there I'll see if I can make some suggestions.
Original comment by divilsp...@gmail.com
on 19 Jan 2011 at 9:03
Thanks for the report.
Yes, this is a bug. When starting a new Android Activity (such as the view item
Activity), the game is actually saved and restored when you return to the game
screen. This is similar to what happens if you for example leave to another
program on your device, or take a phone call.
Savegames currently only support saving the state between turns.
I agreee that it is low prio to fix it, but a bug nonetheless. Thanks for
reporting it.
Also, thanks for the update on "chitin". I'll see what I can do to update that.
Original comment by oskar.wi...@gmail.com
on 29 Jan 2011 at 10:11
Thank you both for your responses and help with this. I can see how the process
that Oskar described would produce the results that I'm seeing.
I'm glad that I could contribute to the project in some (small) way.
Original comment by Grok4grok@gmail.com
on 30 Jan 2011 at 5:01
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 2:08
As of v0.6.10, the game supports saving monster's current AP, which means that
this is theoretically solvable now.
With the bugfixes done in r237, this should now be fully resolved.
Original comment by oskar.wi...@gmail.com
on 29 Apr 2012 at 9:49
Released in v0.6.11. Closing issue.
Original comment by oskar.wi...@gmail.com
on 9 Jun 2012 at 9:31
Original issue reported on code.google.com by
Grok4grok@gmail.com
on 17 Jan 2011 at 2:01