Lilac
Member
The example that I encounter most frequently is when doing the pirate quest:
I'm assuming it's because the last adventure was an item-driven adventure. I believe the logs also treat the very first turn of The Hippy Camp (Verge of War) as being just "The Hippy Camp", too, so clearly some logic is in place that relies on the previous adventure.
Any change that introduces correct [turn] markers for those adventures would be welcome. Thanks!
Code:
use 1 Cap'm Caronch's Map
[215] Cap'm Caronch's Map
Encounter: booty crab
[...]
You acquire an item: Cap'm Caronch's nasty booty
You gain 6 Beefiness
You gain 27 Mysteriousness
You gain 11 Sarcasm
equip hat eyepatch
equip weapon Staff of the All-Steak
[B]Encounter: This Adventure Bites[/B]
You acquire an item: Orcish Frat House blueprints
equip pants frilly skirt
use 1 Orcish Frat House blueprints
[217] Orcish Frathouse Blueprints
Encounter: The Infiltrationist
Took choice 188/3: frilly skirt (equipped) + 3 hot wings (4 in inventory)
choice.php?whichchoice=188&option=3&choiceform3=Catburgle&pwd
You acquire an item: Cap'm Caronch's dentures
equip pants swashbuckling pants
[B]Encounter: Step Up to the Table, Put the Ball in Play[/B]
choice.php?forceoption=0
[219] Barrrney's Barrr
Encounter: Arrr You Man Enough?
Took choice 187/1: 35.71% chance of winning
I'm assuming it's because the last adventure was an item-driven adventure. I believe the logs also treat the very first turn of The Hippy Camp (Verge of War) as being just "The Hippy Camp", too, so clearly some logic is in place that relies on the previous adventure.
Any change that introduces correct [turn] markers for those adventures would be welcome. Thanks!