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kahlen-tech edited this page Oct 4, 2026 · 2 revisions

Description

Breaks into a house with BURGLE, searches it for loot, and leaves by the window. You get in with a rope, which trains Athletics, or a lockpick, which trains Locksmithing. Afterwards the script deals with the loot: keeps it, drops it, pawns it, bins it, or throws it away.

Use this at your own risk. If you're caught, the fines are very high, and if you can't pay your debt you can lose all your items. Pick your burgle room very carefully: somewhere you can hide, and where guards never come.

You must run it as ;burgle start. Without start it won't run, which protects you from starting it by accident or with a typo.
While it runs, your other scripts are paused, and ;jail-buddy is started if it isn't already running. ;buff-watcher and ;wand-watcher never act during a burgle.
It checks BURGLE RECALL first. If the heat hasn't died down from your last caper, it exits quietly without doing anything, so it's safe to call often.

Settings

YAML Settings

All of these go under burgle_settings: unless noted. Most of them have no default. You must set room and entry_type, and you should set loot, loot_container and max_search_count.

Where to burgle

burgle_settings:
  room:
  hometown:
burgle_town:
fang_cove_override_town:
hometown:
Setting Default Purpose
room Required. The room id you burgle from, or a list of room ids (the nearest one you can reach is used). You must be able to hide there.
hometown Town whose pawnshop or thief bin is used. Only matters for loot: pawn and loot: bin.
burgle_town Top level. Used if burgle_settings: hometown isn't set.
fang_cove_override_town Top level. Used if neither of the above is set.
hometown Top level. The last fallback.

The town is chosen in this order: the command-line argument, burgle_settings: hometown, burgle_town, fang_cove_override_town, then hometown.

Before it goes in, it tries to hide up to three times. If it can't, it says "Couldn't hide. Find a better room." and stops.

Getting in

burgle_settings:
  entry_type: lockpick
  max_priority_mindstate: 26
  rope_adjective: heavy
  use_lockpick_ring: true
  lockpick_container: lockpick ring
Setting Default Purpose
entry_type Required. How you get in. See the table below.
max_priority_mindstate 26 Used by priorityrope and prioritylockpick. See below.
rope_adjective heavy The adjective of your rope. It runs get my <adjective> rope.
use_lockpick_ring You wear a lockpick ring or other stacker, and it's used where it's worn. With false it takes a loose lockpick. If not set, your top-level use_lockpick_ring is used (see Old settings).
lockpick_container The name of your worn lockpick ring or stacker. If not set, your top-level lockpick_container is used (see Old settings).
entry_type What it does
lockpick Always uses a lockpick. Stops if you don't have one.
rope Always uses your rope. Stops if you don't have one.
cycle Uses whichever of Athletics (rope) and Locksmithing (lockpick) has the lower mindstate. On a tie, it picks the skill with fewer ranks.
priorityrope Uses the rope while Athletics is at or below max_priority_mindstate, or while Athletics has a lower mindstate than Locksmithing. Otherwise it uses a lockpick.
prioritylockpick Uses a lockpick while Locksmithing is at or below max_priority_mindstate, or while Locksmithing has a lower mindstate than Athletics. Otherwise it uses the rope.

With cycle and the two priority types, if you don't have the tool it picked, it warns you and uses the other one. If you have neither, it stops.

Your hands are emptied before you go in, and the rope or loose lockpick is held in your right hand. If something in your hands can't be put away, it stops: "Exited due to item that could not be stowed."

You can share your lockpick settings with pick using YAML anchors.

Searching

burgle_settings:
  max_search_count: 2
  retry: false
  room_blacklist: []
Setting Default Purpose
max_search_count The total number of searches per burgle, retries included. 0 gets you in and straight back out without searching. Left unset, it's the same as 0: no searching at all.
retry false If a search finds nothing, search the same thing again, as long as searches are left.
room_blacklist Rooms never to search. Names are case-sensitive and must match the table below. You still walk through these rooms, you just don't search them.

Each room has one thing to search:

Room Searches
Kitchen counter
Bedroom bed
Armory rack
Library bookshelf
Sanctum desk
Work Room table

By default it searches the room you enter in first, then wanders: it picks an exit at random, searches the room beyond, and so on, backtracking the way it came. It stops when it runs out of searches, runs out of rooms, or hears footsteps (see safe_mode), and always ends back in the room you entered, because that's where the window is.

Searching rooms in priority order

burgle_settings:
  prioritize_rooms:
    - Library
    - Armory
  room_priority_type: any
Setting Default Purpose
prioritize_rooms Room names to search before any others. Case-sensitive, using the room names above. Leave it out for the random wander described above.
room_priority_type any any: the priority rooms are searched before every other room, in the order you find them. inorder: they're searched in the order you listed them, even when a later one is nearer.
  • Houses are laid out at random every time, so with prioritize_rooms set, it first walks the whole house without searching to see which rooms it has. That walk costs no searches, but it does mean more time in the house.
  • Then it searches your priority rooms, then the rest in the order it found them, until it runs out of searches.
  • A priority room that isn't in this house is skipped.
  • A name that isn't one of the six rooms above is ignored, with a warning.
  • A room in both prioritize_rooms and room_blacklist is never searched. The blacklist wins.
  • A room_priority_type other than any or inorder falls back to any, with a warning.
  • If you hear footsteps during the walk, nothing is searched. It goes straight back to the window.

Staying hidden and getting out

burgle_settings:
  safe_mode: true
  stealth_inside: true
Setting Default Purpose
safe_mode true Watch for "Footsteps nearby make you wonder if you're pushing your luck." Once it's seen, there's no more searching, hiding or putting loot away. It heads straight back to the window and out. Setting this to false ignores the warning and keeps searching.
stealth_inside true Hide before each search, and sneak between rooms while hidden. With false it walks normally and doesn't hide again inside, which is faster.
The hide (or invisibility) needed to get in happens either way. Inside, if a hide fails, it searches anyway rather than waste time. Any invisibility you have is released once you're out.

Loot

burgle_settings:
  loot: pawn
  loot_container: haversack
  item_whitelist:
    - keepsake box
    - memory orb
    - !ruby/regexp '/\S+ fabric/'
worn_trashcan:
worn_trashcan_verb:
Setting Default Purpose
loot Set this. What to do with what you find. See the table below. With no loot setting, loot isn't put away at all and stays in your hands.
loot_container Required if max_search_count is above 0. Where loot goes while you're in the house, whatever you do with it later. The script opens it before starting, and stops if it can't find it.
item_whitelist Items to always keep, whatever loot says. They go in loot_container and stay there. Use the full name (adjective and noun, case-sensitive) or a !ruby/regexp.
worn_trashcan Top level. Needed for loot: trashcan.
worn_trashcan_verb Top level. Needed for loot: trashcan.
loot What happens
keep Loot stays in your loot_container.
drop Loot goes in your loot_container, then once you're out (and your after scripts have run) each item is taken out and dropped where you are.
pawn Loot goes in your loot_container, then it walks to your town's pawnshop and sells it. Anything the pawnbroker won't buy is dropped there. If your town has no pawnshop, it drops the loot instead.
bin Thieves only. Loot goes in your loot_container, then it walks to your town's thief bin and puts it in. If you aren't a Thief, or your town has no bin, it pawns instead, and if there's no pawnshop either, it drops.
trashcan Loot goes into your worn trashcan instead of your loot_container. If worn_trashcan or worn_trashcan_verb isn't set, the script stops before it starts.
Town Pawnshop Thief bin
Crossing yes yes
Shard yes yes
Ratha yes yes
Hibarnhvidar yes yes
Leth Deriel yes
Riverhaven yes
Therenborough yes
Langenfirth yes
Aesry yes
Mer'Kresh yes
Hara'jaal yes
Muspar'i yes
  • If an item won't fit in your loot_container, it's dropped where you are, which may be inside the house.
  • When both hands are full in the middle of a search, the loot is put away before it carries on.
  • Anything in your hands whose name ends in "rope" or "lockpick" is treated as your way in and stowed, not looted.
  • Your loot_container is also where locksmithing takes consumable lockpicking trainers (keepsake box, jewelry box, liquor cabinet) from, so whitelist those to keep them for training.

Buffs

waggle_sets:
  burgle:

If you have a burgle waggle set, it's cast with ;buff burgle right before you hide to go in.

Scripts before and after

burgle_settings:
  before: []
  after:
    - multi 1,khri stop plunder slight
Setting Default Purpose
before Scripts to run, with their arguments, once you reach your burgle room and before you get your rope or lockpick out.
after Scripts to run once you're out of the house and your loot is put away, before it's pawned, binned or dropped.

What a run does

There are no settings for these; this is what to expect.

  1. Pauses your other scripts and starts ;jail-buddy.
  2. Checks your settings. If something required is missing or wrong, it says so and stops.
  3. Checks BURGLE RECALL, and stops quietly if the heat hasn't died down.
  4. Picks your way in and checks you have the rope or lockpick.
  5. Empties your hands and walks to your burgle room.
  6. Runs your before scripts and gets your rope or lockpick out.
  7. Stops any playing if ;performance or ;play is running, casts your burgle waggle set, stands, and hides (unless you're invisible).
  8. BURGLE. If you're in a group, it leaves or disbands the group once you're in.
  9. Searches, unless max_search_count is 0.
  10. GO WINDOW, then releases any invisibility.
  11. Puts away your rope or lockpick and any loot still in your hands.
  12. Runs your after scripts, deals with the loot (see loot), and unpauses your scripts.

Full example

burgle_settings:
  room: 1884
  entry_type: cycle
  max_priority_mindstate: 26
  rope_adjective: heavy
  use_lockpick_ring: true
  lockpick_container: lockpick ring
  hometown: Crossing
  loot: pawn
  loot_container: haversack
  max_search_count: 2
  retry: false
  safe_mode: true
  stealth_inside: true
  room_blacklist:
    - Kitchen
  prioritize_rooms:
    - Library
  room_priority_type: any
  item_whitelist:
    - keepsake box
    - memory orb
    - blunt-tipped bolts
    - blunt-tipped arrows
    - blunt stones
  before: []
  after: []

Old settings

The top-level use_lockpick_ring and lockpick_container (the ones pick uses, default true and lockpick ring) are still read when the burgle_settings ones aren't set and your entry_type is lockpick, prioritylockpick or cycle, with a reminder each run. Move them under burgle_settings, or point them at your pick settings with a YAML anchor.

Argument Settings

Arguments override your YAML for this run.

Argument Purpose
start Required. Without it the script won't run.
lockpick / rope / cycle / prioritylockpick / priorityrope Use this instead of entry_type.
room id Burgle from this room instead of room. Choose it very carefully.
drop / keep / pawn / bin / trashcan Use this instead of loot. Items on your item_whitelist are always kept.
hometown Pawn or bin in this town instead.
follow Follow another player in instead of burgling yourself. See Group burglary below.

Usage

;burgle start

;burgle start rope

;burgle start lockpick 1884 pawn

;burgle start bin shard

;burgle start follow

Group burglary

To go in together, group first. The leader runs ;burgle start as normal. Everyone else, standing with the leader, runs ;burgle start follow. That skips the rope or lockpick and the walk to your burgle room, hides, and waits for the leader's BURGLE to carry you in. Once inside, the leader disbands the group and the followers leave it, and each of you searches with your own settings.

A follower still needs room and entry_type set, because the settings check runs either way.

You can run it automatically from other scripts. It's safe to call often, because it exits quietly while the heat is still on.

T2

Try to burgle at the start of every training block:

t2_burgle_every_block: true

Crossing Training

Run ;burgle start whenever crossing-training trains Athletics, Locksmithing, Stealth or Thievery:

train_with_burgle: true

Hunting Buddy

Stop a hunt early once the heat from your last burgle is gone. stop_to_burgle does it for every hunt, stop_on_burgle_cooldown for one hunt. Hunting buddy only stops the hunt, so add burgle start to that hunt's after scripts:

stop_to_burgle: true
hunting_info:
- :zone: bulls_plateau
  stop_on_burgle_cooldown: true
  after:
  - burgle start

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