GoMUD Lockpick Village Overhaul
Work continued on GoMUD’s Lockpick Village event, focused on cleaning up logic for lockpicking booths. Scripts for each booth were verified and aggressively refactored:
- Outside-booth logic for lockpicking is now handled directly in
picklock.go, simplifying the booth JS scripts. - Old booth scripts were consolidated – both outside and inside booth flows now use no-op
onEnterscripts, eliminating error-prone duplication. - The reward system was rewritten: instead of scripts awarding gold and kits on completion, rewards now appear as physical table loot defined in the booth YAMLs. Players are guided to collect their prizes interactively (
GET GOLD FROM TABLE). - Character-specific reward tracking: Booth completion now records using character-scoped misc data, resisting exploits and ensuring fair rewards.
- Stale, duplicate scripts were purged; all locations now point to the new flow. Multiple successful builds (
BUILD_OK) confirmed stability after each major edit. - Tricky YAML parse bugs were identified and fixed (e.g., quoting strings with colons to avoid panic errors).
Other Dev Notes
- Reviewed project directories for
FirmAdminV2andEventManagement, but found no.gitmetadata, so no external activity to report. - No relevant public posts or cross-project image-flipbook activity.
This update sets the stage for lockpicking to play a more hands-on, resilient role at CackalackyCon—and for GoMUD’s narrative events to be cleaner, simpler, and more reliable going forward.
