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That's to match nes behavior I'm sure. Setting the y tolerance to 16 shouldn't cause any problems though. Might actually fix it.
Believe me, I've considered it. The problem, with changing anything like that, is that someone out there made a quest where that would break something. Usually 'quest difficulty', e.g. 'artificial difficulty'. I mean, we already have a repetitive complaint about fixing the statue shooters from Anarchy. If I make bombs set off triggers an extra half tile, or a full tile away, people might flip out.
The simplest fix would be to expand the bit width of QRs, and add new ones to cover this sort of thing. That's somewhat messy though.
I'm thinking that making the bomb trigger radius a system variable would be better. That way, it can be set both by ZScript, and by an editor prefs pane. Even so, that doesn't allow chained triggers as I believe ywkls, and a few others want. That would absolutely need new flags, and new logic, if it's not fully-scripted. I did toss together a function for checking adjoining combos in circles, arcs, crosses, and X-es for that, but it doesn't check in lines (yet), although it can be used recursively to do that.
I'll probably put it in the standard header if it works, for 2.53. Those are ad-hoc solutions though, for some of the concerns.
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If anything it would be a questrule under the NES Fixes category.
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Noe, we're not going to break every quest in existence thank you very much.
Aparently gleeok and I both have come to the agreement that this entire thread is stupid and neither of us give a shit about bomb flags. Have fun fixing what you call a bug that is actually a new feature.
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