CleverRaven / CleverRaven/Cataclysm-DDA

Magiclsysm - Skeleton key charges - Item Charge use bypass via Examine Terrain

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#50,852 0 comments 1 reaction 0 assignees View on GitHub
<Bug> <Exploit> Items / Item Actions / Item Qualities Mods: Magiclysm
Dominant language
C++
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Description

### Describe the bug

With the magiclysm, you can 'a'pply the skeleton key until you've got no more charges, then in inventory it says you need to recharge it. If, however, you 'e'xamine a locked safe, you can use it to unlock it.

### Steps To Reproduce

Get skeleton key
'A'pply skeleton key until no more usage needed
![image](https://user-images.githubusercontent.com/22281606/129772910-95b7cc73-7946-4ac0-b5d0-ed04c44fd173.png)
'e'xamine a gun safe. Unlock the gun safe with the 0-charge skeleton key.

'e' is examine nearby terrain in this case.

### Expected behavior

That it'd complain about no charges.

### Screenshots

_No response_

### Versions and configuration

[debug.log](https://github.com/CleverRaven/Cataclysm-DDA/files/7001909/debug.log)

Also of note, 'skeleton key' in this case is only found in magiclysm, no other mods affect it.

### Additional context

_No response_

Contributor guide

Open the contributing guide

Research direction

Reproduce the issue with a depleted Magiclysm skeleton key, then trace the examine-nearby-terrain path for unlocking a safe and compare it with the key's normal apply behavior. Done means the examine path rejects a zero-charge skeleton key and reports that it needs recharging.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
game-dev
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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