CleverRaven / CleverRaven/Cataclysm-DDA
Magiclsysm - Skeleton key charges - Item Charge use bypass via Examine Terrain
- Dominant language
- C++
- Stars
- 13.1k
- Forks
- 4.6k
- Avg merge
- 2d 1h
- Merged PRs (30d)
- 200
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

'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
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