- Improves pickpocketing:
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patches additional body-states in which player can pickpocket Npcs. (vanilla
BS_STAND, BS_ITEMINTERACT+ patchedBS_SIT, BS_LIE, BS_MOBINTERACT, BS_MOBINTERACT_INTERRUPTwhere Npc is interacting with mobs) -
adds API function for failed pickpocketing attempt if Npc is too far
void EnhancedPickPocketing_TooFar() -
fixes behaviour for failed pickpocketing attempts Npc is aware of. In vanilla only
T_DONTKNOWanimation would be played and nothing would happen. We calloCNpc_StopTheftwhich will send perceptionPERC_CATCHTHIEFto victim. -
we allow inventory opening even when Npc does not have any items. Vanilla would only play
T_DONTKNOWani. -
we allow player to insert items into Npc inventory. Vanilla would allow only stealing.
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we are using 2 API functions to determine whether item can be
- stolen from Npc
C_PP_CanBeStolenFromInventory(var C_NPC npc, var int itemPtr) - put into Npc inventory
C_PP_CanBePutToInventory(var C_NPC npc, var int itemPtr)- if these 2 functions return
false- if player fails to steal/put items into inventory, they will be caught.
- if these 2 functions return
- stolen from Npc
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customizable option to allow player stealing item even when they will get caught via variable
EnhancedPickpocketing_StealItemAnyway- if this option is enabled feature also calls API function
EnhancedPickPocketing_DoStealItemAnyway(var C_NPC npc, var int itemPtr)when player gets caught
- if this option is enabled feature also calls API function
-
Init function: G1_EnhancedPickPocketing_Init();