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Helpful little tasks for testers - Printable Version

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Helpful little tasks for testers - GwynMil - 05-07-2018

Hello lurkers! There are already a few, apparently, and one or two have signed up and offered to help test.

If you have a few minutes, here are some features that could use some thorough Messing With. Do your worst! Smile
Let me know if the actions work, or you get a warning message, or even a blank white error page (that's the worst, eek).

Exchanges

- try creating gibberish offers (or counter-offers) with usernames that don't exist, enter quantities that you don't have, or leave fields empty.
- open both of those pages, then open your flock or inventory in other tabs, get rid of some items/griffs, switch back to Exchanges pages and try to submit offers with those items/griffs you no longer have.
- when an original offer is deleted, any/all counter-offers to it should also be deleted. (added)
- same when a counter-offer is accepted by the original user. The original offer and any 'rival' counter-offers should all be deleted (add later)
- I'm temporarily letting all offers stay even after being accepted. If one was successfully done, the next times you try to accept it, it should be blocked, and show messages about griffs/items not belonging to the right owners any more.

Raising griffins

You get them as eggs, at '1 week incubation'.  Every real day, they age by 1 week. After 5 weeks, they should grow to next stage. The image and stage-name should instantly update, the growth should reset to '1 week of growth' and the servant should give a message about them growing.
After they reach adulthood, the growth text should be replaced with '1 year old' and then they gain one year every day.
After 50 or 60 years (I forgot lol) they should grow to the final stage, Elder.
After 100 years, if mortal, servant should comment about them being elderly. After 110 years they'll die of old age and you'll be given option to 'attend the memorial' (which is when the griff is finally removed from your flock and listed in Memorial section instead).

There should not be any way to revive them or undo death - try using items etc on them. (I suspect something might work; need to code in some age/death checks for items)
Also - crap! - it should not be possible to explore, fight, trade or do anything else with them. If they were your active griff, it should change to None.
(pretty sure I haven't added any of those checks, whoops)
If you do manage to trade a dead griffin away, it should still be dead when new owner visits it.

If you used the item 'Ancient Breath' on them at any time, they should become permanently immortal and after 100/110 years never show any elderly signs.
If you used a 'Moon Tear', 'Onyx Scale' or 'Flawless Eye' item on them, their age should be frozen; number will stay the same for next 10, 30 or 50 days.
If you feed them 'Crisp Leaves', 'Honey Stems' or 'Spice Bubble' they should wake up each day with max energy, for 2, 4 or 6 days.
These statuses and durations (numbers of days left) are shown on manage page, under the status bars.
If the status is active, the icon should be coloured and number shown when you hover over them. If griff doesn't have items applied, icons should be faded.

Every new day (regardless of age) the time-of-day should start back at Dawn. You can choose commands (currently obviously unfinished lol) which should take you to the next time-of-day, until Evening when griff needs to sleep. The Hunting command should use up 1 energy. Resting restores 2 energy. Grooming and Leisure both make the griff a bit happier. Yeah, I promise there'll be some actual varied results from these commands someday. x)

Griffs normally regain 1 health, 6 energy and 4 (I think?) trust each day.
If they have less than 5 health, instead they won't gain any health or energy, and will lose 30 trust each day (as they must be very unwell and you're failing to heal them).
If they're elderly (100+, mortal), they should lose 3 (I think?) health each day.
If they're immortal, that should never happen, even aged 200+ (I've tested this).

The item 'Time Droplet' can be bought from the Mages' store, and having one in inventory will let you instantly age a griff to next day. For testing reasons, it won't be used up, so go wild with aging griffs. After you have at least one, the griff's page should show a bright purple icon with message that you can skip time.

Energy can currently be used up, and health lost, from battling. After a griff (on either side) has... 1 energy? or < 5 health, or very low trust, they should no longer be available to fight.

Breeding

In the dropdown lists you should see all your males and females who are: adult/elder, fertile, still have at least one breeding left.
Try loading that page in a tab, neutering a griff(s) or using up breedings in another tab, then switching back and trying to breed them. You should get warning messages about infertility or capacity.
Note: one breeding can result in 1-3 eggs. I can't remember if it takes one point per breeding, or per egg laid. Will have to check again.
There's also a small chance of no fertile eggs being laid. Think that does still take a breeding point... it's rare though.

Breeding from someone's male stud should be the same.
There's an oversight regarding money (if you enter the page with not enough money for the fee, the button to breed should not appear - but if you enter with the money, lose it all in another tab, then come back and use the stud... uhh, it should go ahead and then attempt to take money from you afterwards. Which would leave you with 0, but the breeding shouldn't go ahead in the first place! I need to add more checks here).
Also, try breeding from a male after he's been withdrawn from stud. Don't think I've added a check for that...?

I'm fairly certain the genetics are all working by now. Haven't tested every single mutation though, or many of them in different colours.
If you ever get a griff with a pure black body part, it must mean a hex code wasn't generated for that part, due to genes not lining up in any of the correct orders.
Look at the griff's public profile, the Genetics tab. If any boxes are blank, or the letters are in wrong order, that's a problem, please let me know asap.

In the Mages' store there are a bunch of different stones, gems etc which should alter genetics when applied to griffs. Pink and Blue can only be used on eggs, to make them hatch male or female (in that order). Colourstones are also egg-only, and they should set the whole base-colour genotype.
Colourcoils are the adult versions. Other gems... might be for eggs or adults, I forgot lol. Some change elements, or add mutation alleles. The descriptions of each item should be hinty enough...

Note: mutations and their colour-shifting effects are set when eggs are laid. If you give an older griff axan/axan alleles, they won't gain Axanthism; coat will stay same colour. But they should be able to pass on those alleles.
They should not count for the mutation checks, on your Flock Statistics page. Griffs must've been born with the two correct alleles for that. However you can change elements at any time, and that will be counted for the statistics.

Currently there are no ways to force metal/opal horn mutations, or change horn colours. When those items are added, the changes will become effective immediately, on the coat and in statistics.