Jump to content


Photo

Town Enforcers behaviour


  • Please log in to reply
2 replies to this topic

#1 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 17 January 2012 - 05:21 AM

Hello, aVENGER and Wisp!

I was wondering if what I have in mind might be RR material.

I believe that the town enforcers should have a chance (ideally modified somehow by parameters like the dexterity of the perpetrator and/or the expected level of patrolling in a specific area) to come for the arrest only if:

1) I steal something from any container and an intelligent creature in the building have the chance to witness the theft

and/or

2) I steal something from any container and I have picked the lock to enter the building

and/or

3) I pick the lock of a container

A combination of the three possibilities above would raise the odds to have the guards summoned.

Ascension64 said that the vanilla behaviour is directed by trap scripts like CTALARM.BCS. Would it be possible to do something about it to make the burglary aspect more realistic and enjoyable?

Thanks!

Edited by Salk, 17 January 2012 - 05:22 AM.


#2 aVENGER

aVENGER
  • Modder
  • 1680 posts

Posted 17 January 2012 - 05:45 AM

1) I steal something from any container and an intelligent creature in the building have the chance to witness the theft


Already implemented in RR's Revised Thievery.

Thirdly, this component will prevent animals and sleeping, silenced, feebleminded or otherwise incapacitated characters from summoning the guards in case a party member loots a container in their vicinity.

...

Lastly, this component allows parties with a high reputation and party members with a charisma score above 10 to pay a fine to various law enforcers (Flaming Fist, Amnish Centurions, Saradush Militia) after a failed theft attempt instead of having to face them in combat. The amount of gold that needs to be paid depends on the party's reputation or the charisma score of the party member who had committed the theft.


2) I steal something from any container and I have picked the lock to enter the building


You'd need to assign a unique script for every container in the game which would check whether an item specific to that container was actually removed from it. I'm sorry, but that is simply impractical.

3) I pick the lock of a container


This may be possible in theory, but we'd have to add a script to all locked containers in the game which checks that the appropriate guards are summoned. For example, looting a chest in a Drow house shouldn't summon Amnish Guards etc. Making sure that every locked container in the game is set up correctly would likely require a large amount of time and effort.

Edited by aVENGER, 17 January 2012 - 05:56 AM.


#3 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 17 January 2012 - 06:55 AM

Thanks for your reply!

How silly of me to have forgotten that Revised Thievery fixed already one of the three issues.

Oh well, I'll live with the other two... :cheers: