Garrulous Glaahk Shyguy Posted July 2, 2004 Share Posted July 2, 2004 I used the lockbox.txt script that shipped with the editor to lock a chest. But when the player unlocks it, the default message that comes up refers to it as unlocking a "door". It appears this is hard coded into the "run_pick_lock" call that is part of the script. Is there any easy way to chage this, or even better, has anyone written a better script??? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Crunchy Frog Posted July 3, 2004 Share Posted July 3, 2004 Could you do it manually? As in: Find the charater in the party with the highest Tool Use skill, and get the highest quality lockpick they have. Then test the strength of the lock against that character's Tool Use skill plus the Tool Use bonus of the lockpick. It's hacky and annoying, but it could work... right? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Shyguy Posted July 5, 2004 Author Share Posted July 5, 2004 I was hoping no one would come up with that solution. My scripting skills are still at the remedial stage. I think Mr. Vogel should have done it right in the first place. Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted July 5, 2004 Share Posted July 5, 2004 I haven't tested this at all, but it seems like all you have to do is replace the line Code: if (run_pick_lock(get_mechanism_difficulty) == FALSE) { with Code: reset_dialog_preset_options(10);choice = run_dialog(1);if (choice == 2) {if (get_stat(char_with_highest_skill(15)),15) < get_mechanism_difficulty()) { However, that doesn't take into account lockpicks, as far as I can tell. You may have to check for that manually with a char_has_item call, since I don't see a char_has_item_with_ability call or anything approaching that. Link to comment Share on other sites More sharing options...
Well-Actually War Trall Archmagus Micael Posted July 5, 2004 Share Posted July 5, 2004 Depends. I haven't tried with this script, but with some of the scripts you can just openb it up and edit the text it displays. For example... The special magic door one, the one that says all about the enchantment that you have to destroy before you can tackle the door... I've edited it to make it say something totally different in my new scenario. All you have to do is edit the text. Perhaps it works the same for this script? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Crunchy Frog Posted July 5, 2004 Share Posted July 5, 2004 Nope. The problem is with the call run_pick_lock(). Link to comment Share on other sites More sharing options...
Well-Actually War Trall Fort Posted July 5, 2004 Share Posted July 5, 2004 I haven't tested it, but that doesn't seem to make sense. I'll be sure to try it out ASAP after this message. The script clearly says that "You manage to pick the lock." I don't see the mention of any doors. Link to comment Share on other sites More sharing options...
Garrulous Glaahk Shyguy Posted July 6, 2004 Author Share Posted July 6, 2004 The message says you "open the door" only when you don't have a pick. Link to comment Share on other sites More sharing options...
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