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Locked Containers with Loot
Author Message
RanXerox
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Posts: 550
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Post: #2
RE: Locked Containers with Loot
A container is locked only if it has a key... as you noticed, the wiki describes containers as:

Quote: MORE1 = "ID" from the key that can unlock this item (If the MORE1 of the key matches the MORE1 of the container then they are linked)
MORE2 = The lock complexity (how hard it is to pick the lock)
MOREX = The trap type (not used yet?)
TDATA2 = The gumpID of the container (this is not an ITEMDEF)
TDATA3 = The minimum gump size
TDATA4 = The maximum gump size
LINK = UID of a secondary key?

A item of what you describe can be implemented in a variety of ways... if you spawn it using an item spawner, then it *should* decay and the @timer trigger should NOT end in return 1 (which would prevent the decay.) but since you set attr_move_never, maybe you need to use attr_can_Decay instead of attr_decay... I am not certain about this, you need to experiment (please report back with the results so everyone will learn).

Difficulty is 1-1000 I think... 0350 is a hex number that equates to 848... which probably means 84.8% (or 84.8 lockpicking skill?)

To load the container, do something like this in @Create trigger:

Code:
//serv.newitem=item,amount,containerID
SERV.NEWITEM=i_gold,500,<UID>
SERV.NEWITEM=i_katana,1,<UID>
(This post was last modified: 04-28-2013 12:33 PM by RanXerox.)
04-28-2013 12:32 PM
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Messages In This Thread
Locked Containers with Loot - Hustensaft - 04-28-2013, 11:30 AM
RE: Locked Containers with Loot - RanXerox - 04-28-2013 12:32 PM

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