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Topic Summary

Posted by: SimDing0™
« on: July 25, 2004, 03:41:16 AM »

stealamn.bcs and steal25.bcs don't have anything to do with stealing from shopkeepers?
Posted by: Smoketest
« on: July 24, 2004, 10:52:39 PM »

In order for you to be able to steal from a shop, the STOre file's "Can Steal" flag has to be set. The game is hardcoded to allow thievery when this flag is set, and passes control to a script, as Sim pointed out.

The other form of shoplifting, that is controlled by script, is when you try to steal from a container that has the trap flag set and a script associated with the trap. StealFailed(O:Object) is the trigger used. Bioware's scripts check to see if the thief was invisible at the time the steal failed and, if not, summons guards. You'd have to edit those scripts if you want better control of the situation.

That's all I can think of atm. I'll admit this isn't an area I've played with very much.

Edit: updated info a bit.
Posted by: Diana
« on: July 24, 2004, 03:42:01 PM »

Is it possible to script a failed shoplifting attempt without the shopkeeper going ballistic?  I don't think so from what Ive tried and attempted with my thief in the official bioware scripts.  In most instances you get the "you've been noticed and the guards are being called".