Lockpicking: Difference between revisions

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After doing all of the above we count the "mean roll" by doing:
After doing all of the above we count the "mean roll" by doing:
  weighted skill average + ( weighted stat average / 4 ) + proficiency effect + tool effect
  weighted skill average + ( weighted stat average / 4 ) + proficiency effect + tool effect
We count the "pick roll" through the processes that Amir, the guy who's making  this article is too dumb to understand; I you have any Idea about this, pleas modify it:
We count the "pick roll" through the processes that Amir, the guy who's making  this article is too dumb to understand; If you understand this, please modify it:
  pick_roll = std::round( normal_roll( mean_roll, 2 ) );
  pick_roll = std::round( normal_roll( mean_roll, 2 ) );
finally the game picks a number from 0-12 to be chosen as the "lock roll", this will be removed in the future.
finally the game picks a number from 0-12 to be chosen as the "lock roll", this will be removed in the future.

Revision as of 23:01, 9 September 2021

Lockpicking is a way to open locked doors. It is a less noisy way to open doors compared to a crowbar, which can be used if you have high enough strength to noisily break open a door. Lockpicks require mechanics, a lockpicking tool, and use the dexterity attribute.

  • Lockpicking creates no noise, but it can set off alarms, but the likelihood is reduced.
  • Failing to pick a gunsafe can jam the lock. Forcing you to use brute force to open the safe. Which can damage the contents.
  • There are doors, chainlink fences, and gunsafes you can unlock with mechanical tools.
  • To unlock the normal safes you can find in places like banks or doctor's offices, you cannot use lockpicking tools. You need to not be deaf, and use a Stethoscope to crack the safe. An Enhanced Hearing CBM may be used in place of a Stethoscope. Or, you can try your luck by messing with the lock by examining the safe.(one in 27000 chance).
    • Deaf character cannot crack mechanical safes.
  • Some gunsafes are electronical, and can only be opened with electronic hack tools, and the computer skill.

Technical Stuff

First, we should count the "weighted skill average" by using the following formula :

(3*Trapping skill + (mechanics skill)/4)

Then we count the "weighted stat average" through using:

(6* dexterity + 2* perception + intelligence)

After that we get the "tool effect", if the tool effect is higher than three you get a bonus, or if it's lower you get penalty:

( lockpick quality- 3 ) - ( tool damage / 2000.0 )

We count the "proficiency effect" too, whereas having no lockpicking proficiency in a -3 penalty, only having 'basic' lockpicking will result in no bonus or penalty, finally having locksmith proficiency will get a +4 bonus . After doing all of the above we count the "mean roll" by doing:

weighted skill average + ( weighted stat average / 4 ) + proficiency effect + tool effect

We count the "pick roll" through the processes that Amir, the guy who's making this article is too dumb to understand; If you understand this, please modify it:

pick_roll = std::round( normal_roll( mean_roll, 2 ) );

finally the game picks a number from 0-12 to be chosen as the "lock roll", this will be removed in the future.

Now if your "pick roll" is bigger or equal to "lock roll", you will successfully lock pick the door. If "lock roll" is bigger than ( "pick roll" * 1.5) you will damage your lockpick tool and fail.

List of lockpicking tools

In order of pick quality. Higher is better.