Is your feature request related to a problem?
A clear and concise description of the problem you're facing.
In castle sieges, even if you have managed to occupy and secure a significant portion of your enemy's castle, you still cannot take items from their locked chests or break through their locked doors in that area. And that is true EVEN IF chests and doors are listed in wartimeInteractableBlocks in the Medieval Factions configuration file.
You can steal claims from your enemy if you manage to lower their power below their number of claimed chunks, and then you would be able to freely interact with blocks in those claims. But that is simply impossible to do if your enemy hides in their castle keep instead of fighting you down on the ground. You won't be able to kill them to lower their power, because they are hiding behind locked doors you cannot unlock.
To be clear, I think it would be weird if your enemies could simply walk up and open doors or chests that are locked by your faction, which even you (a regular faction member) might not be able to open on account of not being added as an accessor.
I think a much better solution would be to implement lock picking. This would also solve another issue I have with MF: there is little to no potential for thieves, since players can simply lock all of their doors/chests.
Describe the solution you'd like
A clear and concise description of what you want to happen.
I have an idea for a lockpicking mechanic...
Configuration options
(Note: This is just a mock up to the best of my ability. The option names and formatting could look different when implemented)
You should be able to define the starting strength of a lock depending on which type of block it is put on. For example, I should be able to give iron doors a starting lock strength of 20, and a wooden door a starting lock strength of 10. A lock strength of -1 would mean that the lock simply can never be lock picked.
lockStrength:
- iron_door: 20
- oak_door: 10
You should also be able to define the default starting lock strength, so that any block you didn't set a number for just starts at this default number.
defaultLockStrength: 10
In the configuration file, you should be able to define an item as a "lockpick":
lockpickItem: "tripwire_hook"
And you should also be able to toggle whether lockpicks are reusable:
lockpickReusable: false
If this is set to false, 1 lockpick should be removed from your hand after every lockpick attempt.
Lockpicking process
Every time you break a locked block, the break should be cancelled like usual, but instead of just saying "That block is locked by [player_name].", the plugin should say "That block is locked by [player_name]. Lock strength: [remaining_lock_strength]."
And if you break a locked block while holding a lockpick, it doesn't just cancel it and send a message, it ALSO counts as a lockpick attempt. Every lockpick attempt lowers the lock's remaining strength by 1. When it reaches 0, the block is simply unlocked, and you receive a message letting you know that you have removed the lock.
Is your feature request related to a problem?
A clear and concise description of the problem you're facing.
In castle sieges, even if you have managed to occupy and secure a significant portion of your enemy's castle, you still cannot take items from their locked chests or break through their locked doors in that area. And that is true EVEN IF chests and doors are listed in
wartimeInteractableBlocksin the Medieval Factions configuration file.You can steal claims from your enemy if you manage to lower their power below their number of claimed chunks, and then you would be able to freely interact with blocks in those claims. But that is simply impossible to do if your enemy hides in their castle keep instead of fighting you down on the ground. You won't be able to kill them to lower their power, because they are hiding behind locked doors you cannot unlock.
To be clear, I think it would be weird if your enemies could simply walk up and open doors or chests that are locked by your faction, which even you (a regular faction member) might not be able to open on account of not being added as an accessor.
I think a much better solution would be to implement lock picking. This would also solve another issue I have with MF: there is little to no potential for thieves, since players can simply lock all of their doors/chests.
Describe the solution you'd like
A clear and concise description of what you want to happen.
I have an idea for a lockpicking mechanic...
Configuration options
(Note: This is just a mock up to the best of my ability. The option names and formatting could look different when implemented)
You should be able to define the starting strength of a lock depending on which type of block it is put on. For example, I should be able to give iron doors a starting lock strength of 20, and a wooden door a starting lock strength of 10. A lock strength of -1 would mean that the lock simply can never be lock picked.
lockStrength:You should also be able to define the default starting lock strength, so that any block you didn't set a number for just starts at this default number.
defaultLockStrength: 10In the configuration file, you should be able to define an item as a "lockpick":
lockpickItem: "tripwire_hook"And you should also be able to toggle whether lockpicks are reusable:
lockpickReusable: falseIf this is set to false, 1 lockpick should be removed from your hand after every lockpick attempt.
Lockpicking process
Every time you break a locked block, the break should be cancelled like usual, but instead of just saying "That block is locked by [player_name].", the plugin should say "That block is locked by [player_name]. Lock strength: [remaining_lock_strength]."
And if you break a locked block while holding a lockpick, it doesn't just cancel it and send a message, it ALSO counts as a lockpick attempt. Every lockpick attempt lowers the lock's remaining strength by 1. When it reaches 0, the block is simply unlocked, and you receive a message letting you know that you have removed the lock.