Time bomb: Difference between revisions

3,710 bytes added ,  30 April 2022
m
Add Steam id
imported>Geochip1
No edit summary
 
m (Add Steam id)
 
(16 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Infobox Tile CC2
{{Infobox Tile
|image = [[Image:TimeBomb.png]]
|cc2 = Yes
|multidirectional = No
|multidirectional = No
|cc2id = 81
|moves = No
|moves = No
}}
}}
{{Otheruses4|the CC2 item|the 131st level in CCLP2|Time Bomb (CCLP2 level)}}
The '''time bomb''', sometimes known as '''dynamite''', or '''TNT''', is an [[item]] introduced in [[Chip's Challenge 2]]. When a [[player character]] leaves a tile with a time bomb and no [[no sign]] on it, the time bomb will count down for 4.2 seconds before exploding. It does not matter whether the player dropped the item. For example, if the player [[teleport]]s and a time bomb is on the exit teleport, the player will move off without picking up the time bomb, but the time bomb will activate anyway. [[Movable object|Nothing else]] can activate a time bomb.


{{Otheruses4|the CC2 item|the 131st level in CCLP2|Time Bomb (CCLP2 level)}}
The explosion is a 5x5 square centered at the time bomb, excluding the corners. This explosion happens in 3 phases. After displaying "0 seconds left"<ref group=note>The graphic used for this state is exactly the graphic for an inactive time bomb—CC2's spritesheet does not have a separate slot for this.</ref> for 57 [[frame]]s (as opposed to the usual 60), it destroys tiles that are 1 space away from the bomb on the next frame, then tiles 2 spaces away on the frame after, and finally tiles 3 spaces away, as well as the bomb itself, on the last frame.
 
The explosion will destroy all tiles which are on the top layer inside its radius except for [[steel wall]]s, [[socket]]s, [[logic gate]]s, and [[wire]]s. The three layers in this context are [[canopy|canopies]], [[movable object]]s, and [[terrain]]. Canopies protect everything underneath, whereas movable objects only protect the terrain; movable objects do not protect [[static object]]s, no signs, or [[thin wall]]s, and these things in turn do not protect terrain. If the terrain underneath is [[floor]], wire, or [[wire tunnel]]s, most movable objects, including the time bomb causing the explosion, will leave [[fire]] when destroyed; [[ice block]]s will leave [[water]] when destroyed. Note that this does not prevent wires from functioning, though they do not interact with [[lightning bolt]]s until the tile reverts to floor.
 
If a [[trap button]], [[clone button]], or [[flame jet button]] connects to a corresponding tile that is destroyed by a time bomb, that button will stop working entirely; they will not be "redirected" to the next [[trap]], [[clone machine]], or [[flame jet]].


The '''time bomb ''', also known as '''dynamite''', is an [[item]] introduced in [[Chip's Challenge 2]]. When dropped by [[Chip]] or [[Melinda]], the time bomb will count down for about four seconds before exploding. The explosion is a 5x5 square centered at the time bomb, excluding the corners. The explosion will destroy all tiles which are on the top layer inside its radius except for [[steel wall]]s, [[socket]]s, [[logic gate]]s, and [[wire]]. Assuming there is only floor underneath the tile, [[block|dirt blocks]], [[directional block]]s, [[monster]]s, and active time bombs will leave [[fire]] when destroyed, [[ice block]]s will leave water when destroyed, and all other tiles will leave nothing.
An active time bomb will kill a player character if they touch it and neither has a [[helmet]], and can be destroyed by a [[bowling ball]]. It can also hold down buttons.


[[File:TimeBombEffectArea.png|frame|Time bomb radius]]
[[File:TimeBombEffectArea.png|frame|Time bomb radius]]
== Inventory and Sliding Behavior ==
Once activated by [[Chip]] or [[Melinda]], it inherits a copy of that player's inventory, both [[key]]s and tools. It cannot use keys ([[lock]]s are [[acting wall]]s to it, like for dirt blocks), but it can use the tools (allowing it to [[lightning bolt|turn on wires]], [[hook|pull blocks]], or [[flippers|survive]] in water, for example). Under ordinary circumstances, this will have no visible impact; the time bomb essentially behaves like an unmovable block with an inventory for its brief existence. However, there are some special cases, detailed below.
If a time bomb is activated on a [[force floor]] and the player does not have [[suction boots]], the time bomb will slide, following the path of [[sliding tile]]s. The countdown will only advance when the time bomb is not sliding; as a side effect, if the slide leads to an acting wall, the countdown will remain frozen until the wall is somehow removed. Furthermore, a time bomb on a trap will pause its countdown whenever the trap is closed, as closed traps cause objects in them to be in a sliding state. Time bombs will not slide if activated on [[ice]], however, nor if the player has [[suction boots]] when activating it on a force floor.
A time bomb will be destroyed in water (unless it has [[flippers]]), fire and active flame jets (unless it has [[fire boots]]), [[slime]], [[bomb]]s, and [[green bomb]]s. It can slide onto [[gravel]] but [[dirt]] is an [[acting wall]] to it, regardless of whether it has [[hiking boots]]. It can also enter fake [[green wall]]s, and is affected by no signs. [[Transmogrifier]]s have no impact on it, and it cannot enter clone machines or pick up other items normally (see [[Item Bestowal]]).
== Changes in Behavior ==
On 8 July 2015, a change in game logic was discovered regarding time bombs. Before the update, time bombs would always replace the terrain they were on with fire; currently, they only do so on floor, and otherwise leave it untouched.
== Notes ==
<references group=note/>
trusted-editors
111

edits