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Caravel Forum : DROD Boards : Bugs : Clones igniting fuses when they shouldn't (Ignoring player roles)
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trick
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icon Clones igniting fuses when they shouldn't (+1)  
Have a room with:

* A fuse
* A pre-placed clone
* A script setting the player role to something that can't ignite fuses (eg Citizen)

Start the room, and step on a fuse end. Since you're in a player role that can't ignite fuses, the fuse won't be lit. Now switch to the clone, and wait a turn. The fuse starts burning. A clone will always light a fuse it is standing on, no matter what the current player role is.

Expected behavior for me would be that the clone should not ignite fuses when the current player role can't do that.



[Last edited by trick at 04-12-2007 02:13 PM]
04-12-2007 at 02:13 PM
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Monkey
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icon Re: Clones igniting fuses when they shouldn't (0)  
I think the reason that happens is because since you're not the mimic itself, and since mimics in themselves are supposed to light fuses, the player role does not affect the outcome of the mimic lighting the fuse.

Post if I'm right.:)

Edit: Sorry. I meant clone.


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[Last edited by Monkey at 04-17-2007 05:21 PM]
04-16-2007 at 03:30 AM
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coppro
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icon Re: Clones igniting fuses when they shouldn't (0)  
Not mimics. Clones. New element in 3.0.
04-16-2007 at 03:32 AM
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mrimer
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icon Re: Clones igniting fuses when they shouldn't (0)  
trick wrote:
Expected behavior for me would be that the clone should not ignite fuses when the current player role can't do that.
I've made this change for 3.0.2.

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04-24-2007 at 05:02 AM
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