Bug Candy Cane Sword Cane / Penultimate Fantasy Airship Choice Adv Issue

jippy

New member
Hello,

Having an issue with Mafia (r28562) and the Candy Cane Sword Cane option in the Random Lack of an Encounter (#182) noncombat.

I have the "Penultimate Fantasy Chest / Metallic A / SGEEA / Titanium Assault Umbrella" option selected in the Choice Advs drop-down, but defaults to choice 2 when I'm running combats.

I can confirm the Candy Cane Sword Cane is indeed in the main-hand slot, although I have also tried in off-hand just in case.

Able to choose the Candy Cane option as normal playing manually both in main browser and relay browser.

I'm fairly new to Mafia and have only been playing with the default adventure tab - no other scripts or settings that I'm aware of that could interfere.

Running combat gives me this in the Graphical CLI Tab:

"[3917] The Penultimate Fantasy Airship
Encounter: Random Lack of an Encounter
Unexpected error, debug log printed.
You acquire an item: Penultimate Fantasy chest"

Debug log is attached. I was having the same issue in r28517 but updated just in case.

Thank you for your time.
 

Attachments

Looks like it might be a sword-cane issue overall, the daily dungeon "get a loot token and choose again" option kicked up an error as well.

[4082] The Daily Dungeon (Room 10)
Encounter: Second Chest
Choice option 691/4 is not available.
choice 1: Open the chest (Get item)
choice 3: Ignore the chest (Skip to 11th chamber, no turn spent)
 
Your DEBUG log is odd; if we redirect to choice.php, we call ChoiceManager.processRedirectedChoiceAdventure which will submit the redirect and process the responseText - which appears to be null in this case? Very peculiar.

The PFA choice used to have 4 options:

1 -> enter combat
2 -> get chest
3 -> get stats
4 -> get model airship (usable once).

There are now two more equipment-enabled options:

5 -> pry open a hatch with your candy cane sword
6 -> advance immateria quest (with bat wings)

5 is repeatable at will
6 is available only after sufficient delay

Both options appear in the choice configuration, but we don't actually have code to handle them.
We have code to choose option 4 - iff it is available in the choice and the model airship is a goal.
If configured decision < 4, we return that option.
Otherwise, we'll get the airship (if available) or (decision - 3) otherwise.

Which is to say, if you configure "5", we will automate that to "2" and if you choose "6", we will automate that to "3".
That is clearly incorrect.

As coded, if there is not special code to handle a choice, if you configure an option which is not currently available, we will abort, and you can use "choice 2" (for example) in the gCLI to take an option which IS available.

I think we have some configurable choice adventures which say "take this option, if available, otherwise this other option".
I can't see think of examples, right now.

ChoiceManager.specialChoiceDecision2() has code to handle cases where a particular option is not available.
(In fact, that is where the "get model airship" code is).

We could add support in that method for Daily Dungeon, Cyrpt, Airship, The Shore, etc. where extra options appear only with a candy cane sword or bat wings or whatever.

Or, we could just let the code recognize that the configured option is not available and abort, as now.

In any case, the PFA choice returning (option -3) is clearly a bug and should be fixed.
 
Wonderful, thank you for your reply. Good to know I can work with the gCLI for now, I'll have a play now that rollover has come and gone again.

I still have much to learn about Mafia, I was a little concerned this was user error.
 
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