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Should pickpocketing keys be easier?


SteveL

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Hmm, do all key entities have that? I would think a box that size would make it ridiculously easy to frob keys from some distance away, and I can't say I've noticed that.

I have. Pickpocketing purses always seemed much harder to me. A key just highlights as soon as you're somewhere near the guard.

You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil.

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Hmm, do all key entities have that? I would think a box that size would make it ridiculously easy to frob keys from some distance away, and I can't say I've noticed that.

No, not all of them... just the ones derived from atdm:prop_key_base which at a glance looks to be about 20% of keys.

 

atdm:item_key (a base def) has the huge (32 unit) CM defined.

 

atdm:keys_base derives from it but redefines the CM size to a more reasonable 8. And that's the parent def for most of our keys.

 

atdm:prop_key_base derives from atdm:item_key too, and it *doesn't* redefine the CM size, so the keys below it all have the huge CM:

  • atdm:prop_goldkey
  • atdm:prop_key_fancy01, 02
  • atdm:prop_key_mysterious, mysterious2
  • atdm:prop_key_padlock
  • atdm:prop_key_simple_base, atdm:prop_key_simple_brass, copper, greenish, old, rusty, steel, tarnished

We could reduce the 32 unit box on all the above by adjusting atdm:item_key.

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And that's the parent def for most of our keys.

 

 

That value should probably be the standard then.

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