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Locked Boxes
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Posted by
| Gregar
(20 posts) bio
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Date
| Wed 10 Mar 2004 07:08 AM (UTC) |
Message
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Someone talk to me about locked boxes. Critter dies, if critter is known to carry treasure, there is a slim chance this critter will carry a locked box full of treasure.
I have the box, I have the treasure, I dont have a lock. I tried the search feature here for any conversations on this subject, to no avail. Preferably, instead of making a generic box with simple keyless lock, I would hope to have the lock difficulty determine by the critter that carries the box.
Any insight?
~G
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Posted by
| Nick Cash
USA (626 posts) bio
|
Date
| Reply #1 on Wed 10 Mar 2004 10:24 PM (UTC) |
Message
| Hmm, sounds a lot like the lockbox system from my first mud called Avatar (avatar.outland.org:3000). Try making it with no keys so that only lockpickers can open them. It increases the need for rogues. Anyways, I'll get back here when I'm done eating with some more ideas. |
~Nick Cash
http://www.nick-cash.com | top |
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Posted by
| Typhon
USA (112 posts) bio
|
Date
| Reply #2 on Thu 11 Mar 2004 09:37 AM (UTC) |
Message
| what you might want to do is make low level boxes unlocked, then move up to a locked box, then a locked and pick proof box. as for degrees of locked.. theres nnothing in stock smaug like that.. if you wanted to do that you'd have to probly use another value number to set the level the lock can be picked at. for example.
help itemvalues shows
Item Type |V0 |V1 |V2 |V3 |V4 |V5
container |capacity |flags |key vnum |condition | |
you could use v4 to determine after what level picking the lock becomes easy instead of having picklock all random, you'd have to rewrite a small pack of the pick lock code to do it. other then that all you have to do is use olc to set the v4 of the box and redo the pick lock code. not sure if that answers your question but its something to think about | top |
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