This is the release version of Team Serpent�s Theft & Detection system for our upcoming title: Ultima Return to the Serpent Isle. The system is a valuable asset for anyone who would like a theft and detection system. The system is easy to use and can be enhanced with ease making it a perfect and easy addition to any project.
The package also includes a hefty documentation pdf that explains everything you need to know about the system as well as installation copyright issues and contact details.
The system has many features such as:
Protecting items against theft
Protecting chests and their contents against theft
NPC behavior if they catch the player stealing an item
City Guards that will attempt to arrest the player and party
This system is designed to implement Theft and Detection in the world. Traditionally in Ultima the player couldn�t walk about and take any item he or she desired. This system aimed to implement a new they and detection system with a few enhancements.
If the player attempts to take an item from the world with an NPC nearby that NPC will issue a warning threatening to call the guards if the player does not stop immediately. If the player continues with his actions and gets caught the NPC call for guards to come arrest the player and party. The guards will spawn at the nearest �Guard Station� and will proceed to arrest the player.
The player can then choose one of three options:
1. Go quietly to prison: This will strip the player and his party of all their items. Stolen items go into a locked chest while items owned by the player go into a normal unlocked chest. The player can then bribe the guard to release him or search for a trap door out of his cell.
2. Fight the guards: If the player so chooses, the player and his party may choose to fight the guards and resist arrest. This probably will not end well as the guards are designed to be severely powerful.
3. Attempt to bribe the guard: The player can attempt to bribe the guard on the spot to leave him be.
If no NPCs witness the act nothing happens to the player or party.
If an NPC warns the player and the player does not commit another crime for one game hour his warning level is cleared. This means if he chooses to commit a theft again and gets caught he will be warned.
Aspects of the system such as the bribe arithmetic, guard number summoning, and prison sequences are left out of the system for you to append whatever would make sense for your game.
seems you could attach the same script to the cell door and the guard as the owner to keep you from picking the lock and escaping that way. This is an awesome system BTW. I almost cried when i saw it in action. Just what I needed! You UR guys got the right shtuff!
Sorry for the late reply. Yup the system is pretty scalable and can be easily tweaked to work for any object that involves clicking. You would need to change a few settings in the scripts.
The included PDF should have all the information you need. :)
Thanks for the comments _________________________ Link
Posted by Friar at 2010-09-16 15:50:19 Voted 10.00 on 09/16/10
Thank you so much for sharing this with the community. I did however notice that the guard never complained when he saw me pick the lock to the cell door or chest of stolen items. Could I assign the scripts on the chest to the door? Also, how would I get a guard to react to me picking a pocket?
Anyway, I'm glad someone has put something out there as a challenge to the thieves.
Posted by nicethugbert at 2010-08-27 14:03:47 Voted 10.00 on 08/27/10
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone