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Offline morflinkTopic starter

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active one click abilities of permanents and creatures and abuse with SoFo https://elementscommunity.org/forum/index.php?topic=39529.msg491349#msg491349
« on: May 02, 2012, 04:44:17 pm »
heya,

since i play this game, i know about the bug:

click on a permanent for its targeting ability, like the improve of the fallen druid.
if i cancel in the targeting screen after the click, i just dont get the costs of the activated ability back.
thats quiet ok if u know it and just think before clicking BUT
the shard of focus can grow +15hp every round WITHOUT a needed permanent to destroy.
i abuse that with gravity pull.

now it need to get fixed

cheers, morf
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Re: active one click abilities of permanents and creatures and abuse with SoFo https://elementscommunity.org/forum/index.php?topic=39529.msg491363#msg491363
« Reply #1 on: May 02, 2012, 04:56:22 pm »
It's not a bug, it's intended behavior.

Offline furballdn

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Re: active one click abilities of permanents and creatures and abuse with SoFo https://elementscommunity.org/forum/index.php?topic=39529.msg491418#msg491418
« Reply #2 on: May 02, 2012, 06:20:25 pm »
It's not a bug, it's intended behavior.
Exactly. Allows focus shield to keep growing even without destroying stuff.

Offline pikachufan2164

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Re: active one click abilities of permanents and creatures and abuse with SoFo https://elementscommunity.org/forum/index.php?topic=39529.msg491504#msg491504
« Reply #3 on: May 02, 2012, 08:18:44 pm »
This is why we can't have nice things like ability refunds:

Players with slow CPU's managed to activate a creature skill, play a card and use the "cancel" button in a rapid sequence to re-use cards in an infinite loop.

In 1.25, after using a creature skill, a 1/10 of a second pause is added (same as the one used for playing a new card). It is the time required for the script to complete its function, during that time a new command (another creature skill, card, etc.) can not be used.

P.S. : this is also the reason why creature's skills do not have a "real" cancel option; giving back the cost of the skill would create a huge array of fast click combos and it would force me to make the UI much less fluid to keep control of all the possible exploits.
It is not because, as commonly believed, I am punishing the player for a bad choice. I said something similar once in the flash forum, but I was joking, and someone mistakenly left his sarcasm detector in the microwave while nuking a smurfberry pop tart.
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