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Sign upRemoved ability to pry open closed non-locked doors #21694
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Night-Pryanik
added some commits
Aug 22, 2017
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Suggestion: allow to select pry open action, but in case of closed non-locked door - just write a message to player. Something like when player try to close tile with himself. |
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Done. |
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A possible quality of life enhancement would be to open the door too. With a message like: "You notice the door is unlocked, so you simply open it" |
Intigracy
reviewed
Aug 22, 2017
| succ_action = _("You pry open the door."); | ||
| fail_action = _("You pry, but cannot pry open the door."); | ||
| } else if( type == t_door_c || type == t_door_c_peep ) { | ||
| p->add_msg_if_player( m_info, _( "This door is non-locked. No need to pry it." ) ); |
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Night-Pryanik
Aug 22, 2017
Author
Member
I just thought that "unlocked" means "was locked before", and "non-locked" is "wasn't locked at all". But I can change it, no problems.
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Leland
Aug 22, 2017
Contributor
Naw, "unlocked" just refers to an object's current state: not locked.
Coolthulhu
self-assigned this
Aug 23, 2017
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This must use one of the correct functions: at the moment you open the door by giving it a stern look (no move cost at all). Looking at the crowbar function, it is horrible in general. It has horrible code like hardcoded window drops. Could use a total rewrite. It also uses 2D coords everywhere. |
Coolthulhu
removed their assignment
Aug 23, 2017
codemime
reviewed
Aug 25, 2017
| } else if( type == t_door_c ) { | ||
| p->add_msg_if_player( m_info, _( "You notice the door is unlocked, so you simply open it." ) ); | ||
| g->m.ter_set( dirx, diry, t_door_o ); | ||
| p->moves -= 100; |
Night-Pryanik commentedAug 22, 2017
No need for prying non-locked doors.
Also, this closes the easy early mechanics grinding exploit.