Difference between revisions of "Lock"

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(Added part about destroying container locks)
 
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[[Lock]]s come in two types: [[building lock]]s and [[vehicle lock]]s. Both serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside.
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{{InterwikiLink:Lock}}
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{{ST|stack={{Infobox:Manufacture
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| title    = Building lock
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| image    = missing.png
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| resize    = 0
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| type      = buildings
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| time      = 1.5
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| skill    = none
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| resources = 200 grams of [[iron]]
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| objects  =
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| tools    = {{screwdriver}}
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| location  = building, not vehicle
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}}{{Infobox:Manufacture
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| title    = Vehicle lock
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| image    = missing.png
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| resize    = 0
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| type      = buildings
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| time      = 1.7
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| skill    = none
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| resources = 180 grams of [[iron]]
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| objects  =
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| tools    = {{screwdriver}}
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| location  = vehicle
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}}{{Infobox:Manufacture
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| title    = Container lock
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| image    = missing.png
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| resize    = 0
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| type      = buildings
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| time      = 1.5
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| skill    = none
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| resources = 200 grams of [[iron]]
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| objects  =
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| tools    = {{screwdriver}}
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| location  = container, window, noticeboard, etc
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}}{{Infobox:FixedObject
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}}}}
  
Used to keep thieves out, or criminals inside, building locks are an essential thing in maintaining power in your location.
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[[Lock]]s come in three types: [[building lock]]s, [[vehicle lock]]s and [[container lock]]s. The first two serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside. Container locks serve to keep characters without keys from accessing the content of the container.
  
Building locks can only be made out of [[iron]], and require a [[screwdriver]] to make. One building lock requires 200 [[Gram|grams]] of [[iron]], and takes 1.5 days to make. You must be inside the chosen building to add a lock to it.
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When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied with 10 grams of [[iron]] - a [[file]] is needed to work on the project. An option is available to "tag" each key. Meaning a written label may be added to identify each individual key.  
  
When the building lock is finished, the [[key]] to it will go to the project initiator's [[inventory]]. A [[key]] can be copied, with the use of 10 [[gram]]s of [[iron]] and a [[file]]
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==Picking locks==
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Lockpicking is done using a [[crowbar]]. It can be started from outside or inside a locked room or vehicle, or by trying to unlock a container without having the correct key. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project.
  
A locked building door cannot be passed without either the right [[key]], or a successful lock-breaking attempt with a [[crowbar]].
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An abandoned lockpicking project can be canceled once it has become a year old.
  
Please also note that this reference is in regards to a Building Lock, and not a [[vehicle lock]].
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==Destroying locks==
 
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Locks can be destroyed with a [[screwdriver]]. The lock must be unlocked, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.  
==Keys==
 
When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of [[iron]] - a file is needed to work on the project.
 
 
 
==Picking locks==
 
Lockpicking is done using a [[crowbar]]. It can be started from outside or inside a locked room or vehicle. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project.
 
  
==Destroying locks==
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Right now, it is not possible to destroy a lock in a container. The only way of destroying a container lock is by locking it and breaking the lock with a crowbar.
Locks can be destroyed with a [[screwdriver]] and [[crowbar]]. The lock must be open, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.
 
  
==See also==
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[[Category: Game mechanics]]
*[[Building lock]]
 
*[[Vehicle lock]]
 

Latest revision as of 17:55, 28 February 2018

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Building lock
0px
Manufacturing
Object typebuildings
Skill usednone
Time1.5 day(s)
Materials200 grams of iron
Toolsregular or bronze screwdriver
Locationbuilding, not vehicle
Vehicle lock
0px
Manufacturing
Object typebuildings
Skill usednone
Time1.7 day(s)
Materials180 grams of iron
Toolsregular or bronze screwdriver
Locationvehicle
Container lock
0px
Manufacturing
Object typebuildings
Skill usednone
Time1.5 day(s)
Materials200 grams of iron
Toolsregular or bronze screwdriver
Locationcontainer, window, noticeboard, etc
Fixed object

Locks come in three types: building locks, vehicle locks and container locks. The first two serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside. Container locks serve to keep characters without keys from accessing the content of the container.

When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied with 10 grams of iron - a file is needed to work on the project. An option is available to "tag" each key. Meaning a written label may be added to identify each individual key.

Picking locks

Lockpicking is done using a crowbar. It can be started from outside or inside a locked room or vehicle, or by trying to unlock a container without having the correct key. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project.

An abandoned lockpicking project can be canceled once it has become a year old.

Destroying locks

Locks can be destroyed with a screwdriver. The lock must be unlocked, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.

Right now, it is not possible to destroy a lock in a container. The only way of destroying a container lock is by locking it and breaking the lock with a crowbar.