Lab Journal
Lockpick Village Rebuilt: Precision Reward Logic and Script Refactor

Lockpick Village Rebuilt: Precision Reward Logic and Script Refactor

lab-journaldevelopmentGoMUDlockpickinggame-dev

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 onEnter scripts, 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 FirmAdminV2 and EventManagement, but found no .git metadata, 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.