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Containers

8,770 bytes added, 02:02, 27 December 2023
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Containers have three traits: a '''frame type''', a '''lock type''', and a '''trap type'''.
 
= Composition =
== Frame types ==
The frame type determines its resistance to damage when brute forced, but also the loot table it will draw from; wooden containers typically carry items of relatively lower value, while metallic ones usually have higher value items.
 
Loot from a wooden container is generated using the '''[[Tsuchinoko (bot)|&boxlootW]]''' command, while metal container loot is generated with the '''[[Tsuchinoko (bot)|&boxlootM]]''' command.
 
If you're looking for the loot tables, check the [https://drive.google.com/drive/folders/1RotL_5z_raD3SrR9EpIQLGZ-aQBreLZW object line list] for each command.
== Lock types ==
If fitted with a lock, the lock type of a container may be Locks are either '''mechanical''' (requires a [[mechanical key]] to open) or '''electronic'''(requires a [[keycard]]).
Mechanical locks require [[mechanical keys]]It must be noted that if a container is generated without a lock, while electronic locks require [[keycards]]it is never generated with a trap; as it would be pointless to add a trap to a box that can otherwise be opened by anyone.
== Trap types ==
| '''Claymore trap''' || Detonates a [[M18A1 Claymore]] mine. || FT 7, IR 0 || 1 || Mine is a dud, fails to fire.
|-
| '''Chlorine gas trap''' || Releases a [[chlorine bomb|chlorine gas cloud]] in all [[SideBattlespace|Sides]] of the room. || 100% accurate; cloud lasts 1d6 turns || 1 || Always successful, cannot critically fail
|-
| '''Tear gas trap''' || Releases a [[M7A3|tear gas cloud]] in all [[SideBattlespace|Sides]] of the room. || 100% accurate; cloud lasts 1d6 turns || 1 || Always successful, cannot critically fail
|-
| '''Flame trap''' || Fires a gout of flame from an [[E46]] flamethrower. || FT 6 IR 0 || 3 || Flamethrower system jams, will not fire remaining ammo
|-
| '''Failsafe trap''' || Detonates internal explosive charges, which will destroy 100% of the items inside. || 100% accurate || 1 || Always successful, cannot critically fail
|-
| '''Mimic trap, Biter''' || Is a mimic. Its lid is lined with sharp teeth superficially similar to knife blades or pointy metal rods. || See below || See below || See below
|-
| '''Mimic trap, Basher''' || Is a mimic. Has a sticky, glue-like surface and tentacles to bash opponents with. || See below || See below || See below
|-
| '''Mimic trap, Melter''' || Is a mimic. Can spit Acidblasts, similar to an [[Acidragon]]. || See below || See below || See below
|-
| '''Mimic trap, Burner''' || Is a mimic. Can spit Fireblasts, similar to a [[Dragon]]. || See below || See below || See below
|}
 
Container traps can be [[lockpicking|picked]] independently from the lock itself, which will '''disable''' the trap and render it safe. If a container trap is successfully picked, it will be disabled. Certain types also allow access to weapons or ammunition contained within the trap system:
* Claymore trap, Flame trap: The weapon contained becomes accessible.
* Light gun trap, Heavy gun trap, Shotgun trap, Poison trap: All remaining ammunition becomes accessible.
 
=== Mimic traps ===
Mimic traps are less conventional traps used to protect a container's loot, and more magical creatures that happen to carry the loot inside their bellies. As mimics, they imitate the look and feel of a genuine container, until approached by an adventurer looking to open it. Even if you have the correct key for it, a mimic trap will make its presence known and attack.
 
Upon approaching a mimic trap, [[Combat mode]] immediately begins, with the mimic trap starting on the same Side as you.
All mimics have the following traits:
* '''Same durability as a regular container''', and its body and lock remain independently targetable and retain their HP and LDV. No Pain Sensitivity, Blood, or Armor Class. For [[ammunition type]] purposes, all Mimics count as '''Armored.'''
* Base accuracy: '''[[FT]] 6, [[IR]] 0'''.
* Capable of '''moving''', with an [[Agility]] of '''-1'''.
* Unlike regular containers and brute-forcing, hitting a mimic trap does not come with the risk of damaging the loot inside.
* Drops all of its loot upon dying.
 
Depending on the type of mimic trap encountered, it has access to different attacks:
 
==== Mimic trap, Biter ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
|-
| Piercing || Melee || '''<span style="color:#274e13">3</span>''' || '''<span style="color:#0c53a6">14</span>''' || '''<span style="color:#980000">+3</span>''' || 55% || 50% || 39% || 30% || 22% || 11% || 2%
|}
 
==== Mimic trap, Basher ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
|-
| Blunt || Melee || '''<span style="color:#274e13">5</span>''' || '''<span style="color:#0c53a6">14</span>''' || '''<span style="color:#980000">+1</span>''' || 33% || 31% || 26% || 21% || 17% || 8% || 2%
|}
 
==== Mimic trap, Melter ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (All ACs)
|-
| '''Spec-Acid''' || Ranged || '''<span style="color:#274e13">1</span>''' || '''<span style="color:#0c53a6">18</span>''' || '''<span style="color:#980000">+4</span>''' || 16%
|}
 
==== Mimic trap, Burner ====
{| class="wikitable" style="font-size:10pt;text-align:center"
|-
! Damage type !! Range !! <span style="color:#274e13">MAPT</span> !! <span style="color:#0c53a6">IS</span> !! <span style="color:#980000">LDV</span> !! Pain (All ACs)
|-
| '''Spec-Fire''' || Ranged || '''<span style="color:#274e13">1</span>''' || '''<span style="color:#0c53a6">18</span>''' || '''<span style="color:#980000">+4</span>''' || 45%
|}
 
 
== Container generation ==
All the possible combinations and chances of getting each are listed below.
 
{| class="wikitable sortable" style="font-size:10pt"
|-
! Frame type !! Lock type !! Trapped
|-
| rowspan="5"| Wooden frame || rowspan="2"| Mechanical lock || Yes (9%)
|-
| No (21%)
|-
| rowspan="2"| Electronic lock || Yes (6%)
|-
| No (6%)
|-
| colspan="2"| No lock, no trap (18%)
|-
| rowspan="5"| Metal frame || rowspan="2"| Mechanical lock || Yes (5%)
|-
| No (7%)
|-
| rowspan="2"| Electronic lock || Yes (15%)
|-
| No (5%)
|-
| colspan="2"| No lock, no trap (8%)
|-
|}
 
Each lock type implies a corresponding key and matching serial number.
* Mechanical locks are unlocked with [[Key|keys]], and therefore possess a key's serial number (0001 to 9999).
* Electronic locks are unlocked with [[Keycard|keycards]], and therefore possess a keycard's serial number (0001 to FFFF)
 
 
= Accessing a container =
 
Assuming the container is fitted with a lock, there are three different methods to access the contents: '''Using a suitable key, lockpicking,''' or '''brute force'''.
 
The safest and most straightforward method is to simply use a key matching the lock's serial number; however this is also the least likely option available to an average character.
 
== Lockpicking ==
 
See [[Lockpicking]] for more information.
 
== Brute force ==
 
If a character opts to use brute force to defeat a container or a lock, they must engage in combat against it, until it is destroyed or the character gives up. Because containers are inanimate objects, accuracy is guaranteed; all attacks will hit. However, rolling as normal is still necessary for critical failures and critical successes.
 
Two elements are distinguished: the frame and the lock itself. Either can be targeted at your convenience, and the contents of the container can be accessed when either has been destroyed (health reduced to 0).
 
Frames:
* Wooden frames have '''40 health and LDV-2'''. For [[ammunition type]] purposes, they are considered Armored.
* Metal frames have '''80 health and LDV-4'''. For [[ammunition type]] purposes, they are considered Armored.
 
Locks:
* Mechanical locks have '''25 health and LDV-3'''. For [[ammunition type]] purposes, they are considered Armored.
* Electronic locks have '''50 health and LDV-4'''. For [[ammunition type]] purposes, they are considered Armored.
 
Special cases:
* '''Lockers''' are a special type of container. They are considered to have a sheet metal frame ('''50 health and LDV-1''') and always fitted with a mechanical lock.
** In the [[UA]], lockers generated in locker rooms contain loot equivalent to a wooden container ('''&BoxLootW''').
* Although not containers, [[Restraints|Handcuffs]] can be brute-forced; see that page for more details.
 
=== Caveats of brute-forcing ===
 
As explained in [[Containers#Trap types|the section above]], when a container fitted with a trap receives damage, that trap will be triggered instantly. The only way to avoid triggering a trap is to successfully lockpick it or use a suitable key.
 
Another issue when brute-forcing a container is the chance of destroying items inside. Every time a container receives a hit dealing at least 1 damage, there is a chance that an item inside will be destroyed; that chance depends on where the container was hit.
 
If the container received at least one damaging hit on the...
* Frame: '''+4% chance per hit''' to destroy the items inside.
* Lock: '''+2% chance per hit''' to destroy the items inside.
 
The chance is cumulative and depends on the total number of hits on the frame or lock. The roll is made when the box is opened one way or another. Note that this also applies to [[UA|padlocked caches]].
 
If the lock has sustained damage at any point, it will no longer accept keys/keycards and it cannot be lockpicked anymore, due to being bent out of shape, obstructed, or some other form of damage making normal use impossible.
 
For GMs: Item destruction works by selecting a random [[object line]] among all of the object lines representing the items inside the container, and marking it as destroyed. As such, more than one actual object (e.g. a magazine containing ammunition) can be destroyed in this process, even if it counted as "one item".
 
[[Category:Miscellaneous items]]
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