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Zekezor

[Fixed] Lockpicking bug

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So lockpicking is bugged. woo.

as for doors it nerfs the unlocking mechanic into the ground. (probably same for gates too, didnt check too closely if all issues are present there aswell)

 

1) Upon unlocking a door a 10min re-lock timer activates. (all goodie, intentional and working as intended, no issues).

Basic stuff that lets lockpicking for doors "work"

 

2) If a enemy player walk through a unlocked (willingly unlocked or lockpicked) door a 1min timer is applied before re-locking occurs.

 

3) If you are offdeed and walk through a door owned by your kingdom and there is enemy presence then a set timer of 2min is applied.

 

 

#2 & #3 doesn't check if #1 is active... in other words if another timer is already running.

Thus whenever you unlock a door and something walk through it the timer can instantly loses 80-90% of its remaining time... leaving just a tiny 1-2 min timer.

 

The fix is simple.

#2 & #3 needs to have a if statement that checks if the current timer is less than the time it tries to apply.

 

for devs:

Spoiler

2 places to start

 

Door.class under Server\Structures folder.

Public Void CreatureMoved

 

FenceGate.class under Server\Structures folder.

Public Final Boolean addCreature

 

 

setLockCounter is da devil!

 

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What this means in pvp:

 

You find a guy and try to pick a door to get to him, you succeed and go through, but now the door locks behind you in 1 minute instead of 10.  Now you're trapped after 1 minute and need to pick your way back out when you shouldn't have to, because by picking the door it should've had a 10 minute unlocked period. 

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1 hour ago, Alexgopen said:

What this means in pvp:

 

You find a guy and try to pick a door to get to him, you succeed and go through, but now the door locks behind you in 1 minute instead of 10.  Now you're trapped after 1 minute and need to pick your way back out when you shouldn't have to, because by picking the door it should've had a 10 minute unlocked period. 

off deed yes. This was reported ages ago. Not sure if it was just shrugged off or they don't know how to fix it.

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13 hours ago, TradingAlt said:

Not sure if it was just shrugged off or they don't know how to fix it.

All thats needed is IF-statements checking the current unlock time at the timer events.

It's not rocket science.

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once devs are done patching the bug the following scenarios should be verified:

Player A = Lockpicker

Player B = Hostile house owner

 

A lockpicks, B walks through the door offdeed with A in local

A lockpicks, A walks through the door

 

+same stuff but for gates.

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9 minutes ago, Rasu said:

Due to the ban we are not able to at this time :)

 

Absolutely, just when time and opportunity permits.  I like to close things which were properly fixed in order to keep my sanity.

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