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Sign upDynamites Fuse exploding after 1 turn instead of 20 #17055
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Kadian
changed the title
Dynamites Fuse/Timer bugged.
Dynamites Fuse exploding after 1 turn instead of 20
Jun 5, 2016
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JSON looks fine - I assume the error is code-side. Something somewhere not taking json into account? |
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Caused by |
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Doesn't |
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That would require totally rewriting many functions that don't use |
illi-kun
added
the
<Bug>
label
Jun 5, 2016
kevingranade
referenced this issue
Jun 5, 2016
Merged
Add and use item method to explicitly set item countdowns. #17063
Coolthulhu
closed this
in
#17063
Jun 5, 2016
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pnpetroff
commented
Apr 2, 2018
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Is this fixed? I dropped a dynamite, lighted it with a match and it exploded immediately. Using Build 7267. |
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You should use a light source (matches) to light the fuse while dynamite is in your inventory. Lighting the dynamite while it is on the ground equals to throwing the dynamite in the small fire, so no wonder it exploded immediately. |
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pnpetroff
commented
Apr 5, 2018
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@Night-Pryanik Oh, guess it was my mistake then. Sorry. |
Kadian commentedJun 5, 2016
Dynamite will explode after exactly one turn after being lit on fire. This seems quite odd, since it was always a timer of 20 turns, and the json itself also states that the timer should be 20 turns, as seen here:
One has to assume that something is wrong in the json, one of you might want to take a look at it. I checked it in Experimental 0.C 4971, which was at the time the newest Experimental.