Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So far not much is done, except I added a requirement to have screwdrivers and scissors to disarm an alarm. Here's the code
Still need to integrate with Better Lockpicking "lockpicking" skill and their alarm detection system. But I thought these requirements and tooltips could help you with this version.
Like all my mods I won't publish it in Steam since I own the game on GOG. So it will probably just be obscure. Still all credit to you and all that.
Also, very nice work on your implementation, I like it.
The end result is this:
https://imgur.com/a/F7rjR1q
You will notice it says "Burglars have a higher chance of disabling alarms" in yellow - it makes clear that burglars have a higher chance than non burglars while not locking out the option.
Next thing I'm trying to figure out is using ZombRand and the baseChance to take into account degrees of success. What I mean is (just an example):
Critical failure (difference between ZombRand and BaseChance is more than 30) = Alarm triggers
Complete failure (difference between ZombRand and BaseChance is more than 20 but less than 30) = Unable to disable the alarm and locks future attempts
Partial failure (difference between ZombRand and BaseChance is more than 10 but less than 20) = Unable to disable the alarm but you can try again
Partial success (difference between ZombRand and BaseChance is more than +10 but less than +20) = Alarm disabled and you get scrap electronics
Complete success (difference between ZombRand and BaseChance is more than +10 but less than +20) = Alarm disabled and you get a home alarm
When I can code this I will update you here in case you want something like that. I will ask for help in the Discord to try and figure out how to do this.
This however implies some feedback for the player to know which kind of failure/success he got. Currently I use
function: AddDisarmContextMenu -- file: DisarmAlarm_action.lua line # 103
function: DisarmAlarmOptions -- file: DisarmAlarm_action.lua line # 59
function: detectAlarm -- file: DisarmAlarm_contextmenu.lua line # 2
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@d481b05b
function: createMenu -- file: ISWorldObjectContextMenu.lua line # 460
function: createMenu -- file: ISMenuContextWorld.lua line # 50
function: createWorldMenu -- file: ISContextManager.lua line # 28
function: doRClick -- file: ISObjectClickHandler.lua line # 56
function: onObjectRightMouseButtonUp -- file: ISObjectClickHandler.lua line # 360
---------------------------------------------
P.S if alarm in the house not present everything is fine.
Not sure if this would fit into this mod or might be an idea for an independent one, i couldn't find any mod that provides it, so if i'm mistaken, please excuse me :)
Wouldn't it make sense, that the house alarms would be disabled a few days after the power went out? So that the house alarms have a backup battery which runs out of power after e.g. 48h power outage?
If a mod doing this already exists, I'd appreciate any references :)