Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Report In-game Issues => Confirmed Issues => Topic started by: Higurashi on October 02, 2015, 07:22:33 pm

Title: Unburrowing removes mutation status for PU/TU purposes.
Post by: Higurashi on October 02, 2015, 07:22:33 pm
Title says most of it. Get a mutant with burrow from Mutation, burrow it, unburrow it and PU it. You'll end up with the exact same creature, stats and ability, which is impossible with a real mutant.
Title: Re: Unburrowing removes mutation status for PU/TU purposes.
Post by: serprex on October 02, 2015, 09:39:28 pm
Does it also remove airborne?
Title: Re: Unburrowing removes mutation status for PU/TU purposes.
Post by: Higurashi on October 03, 2015, 05:01:14 pm
Yet to test. I got a cute toadie.
Title: Re: Unburrowing removes mutation status for PU/TU purposes.
Post by: andretimpa on January 22, 2016, 12:45:54 pm
Here, have some screenies

(http://i.imgur.com/RNC7slU.png)
(http://i.imgur.com/9exsXed.png)
(http://i.imgur.com/fKq0ir7.png)

As you can see, when the creature unburrows it has no longer 'mutation', which is what PU uses.

I managed to spot the offending part in the code

Code: [Select]
        if (skill == "burrow") {
            eval (targete).instantfx.gotoAndPlay("burrow");
            eval (targete).statu = "invulnerable";
            eval (targete).skill = "unburrow";
            eval (targete).skillcost = 0;
            eval (targete).burrow = 1;
            if ((eval (targete).costelement == 2) or (eval (targete).costelement == 11)) {
                eval (targete).atknow = Math.floor((eval (targete).atknow - _root.nightfall) / 2) + _root.nightfall;
            } else {
                eval (targete).atknow = Math.floor(eval (targete).atknow / 2);
            }
        } else if ((skill == "unburrow") and ((_root.rethp() < (_root.monitor.dmge() + 10)) or (_root.level == "pvp"))) {
            eval (targete).burrow = 0;
            eval (targete).instantfx.gotoAndPlay("burrow");
            eval (targete).statu = "";
            eval (targete).skill = "burrow";
            eval (targete).skillcost = 1;
            if ((eval (targete).costelement == 2) or (eval (targete).costelement == 11)) {
                eval (targete).atknow = ((eval (targete).atknow - _root.nightfall) * 2) + _root.nightfall;
            } else {
                eval (targete).atknow = eval (targete).atknow * 2;
            }

To make the burrowed creature immune to CC, its status is set to 'invunerable'. However, mutation is also a status so it gets overwritten. When you unburrow and 'invunerable' is removed, the creature goes back to have neither 'mutation' nor 'invunerable'.

This is looks like something left over from an older status system, as things like adrenaline and poison are treated separately.
blarg: