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Burgle Settings
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.
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.
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.
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.
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.
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_roomsset, 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_roomsandroom_blacklistis never searched. The blacklist wins. - A
room_priority_typeother thananyorinorderfalls back toany, with a warning. - If you hear footsteps during the walk, nothing is searched. It goes straight back to the window.
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.
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_containeris also where locksmithing takes consumable lockpicking trainers (keepsake box, jewelry box, liquor cabinet) from, so whitelist those to keep them for training.
waggle_sets:
burgle:If you have a burgle waggle set, it's cast with ;buff burgle right before you hide to go in.
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. |
There are no settings for these; this is what to expect.
- Pauses your other scripts and starts
;jail-buddy. - Checks your settings. If something required is missing or wrong, it says so and stops.
- Checks BURGLE RECALL, and stops quietly if the heat hasn't died down.
- Picks your way in and checks you have the rope or lockpick.
- Empties your hands and walks to your burgle room.
- Runs your
beforescripts and gets your rope or lockpick out. - Stops any playing if
;performanceor;playis running, casts yourburglewaggle set, stands, and hides (unless you're invisible). - BURGLE. If you're in a group, it leaves or disbands the group once you're in.
- Searches, unless
max_search_countis 0. - GO WINDOW, then releases any invisibility.
- Puts away your rope or lockpick and any loot still in your hands.
- Runs your
afterscripts, deals with the loot (seeloot), and unpauses your scripts.
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: []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.
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. |
;burgle start
;burgle start rope
;burgle start lockpick 1884 pawn
;burgle start bin shard
;burgle start follow
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.
You can run it automatically from other scripts. It's safe to call often, because it exits quietly while the heat is still on.
Try to burgle at the start of every training block:
t2_burgle_every_block: trueRun ;burgle start whenever crossing-training trains Athletics, Locksmithing, Stealth or Thievery:
train_with_burgle: trueStop 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