kmwill23 said:
Are they not able to access them at the moment, or do you want them to have access but not be able to grab them?
Right now it works one of two ways:
If I choose "give players the items", the dressers get locked down. Items placed in the locked-down dresser also become locked down, un-movable. To make it work like expected, I have to release the container and then say "I wish to secure this" and target it. When the townhouse is demolished, the players receive the dresser (with whatever was inside it still there) in a townhouse items bag in their bankbox, while another dresser is placed in the townhouse for the next renter.
If I choose to not give the players the items, the dresser is not accessable to players. ("That is not your container, you can't store items in it" - or something to that effect.)
I guess dressers aren't THAT special, that to give them to the player on demolish wouldn't be that big of a deal, but ideally what I would like to have an option to happen is: to have the container secured by default instead of locked down, accessable to the players and with the security options of a secure container, but not give them the container when the townhouse is demolished or their rental period expires. (Though I do want to return to them whatever was in the containers.)
I realize this is a special request, modifications I should probably do myself, and that at worst I could always replace the dressers with small wooden boxes or some other cheap container. Though the containers being locked down instead of secured seems odd.
Edit: ... Just noticed the Optional Patches directory. Reading up on those, I'm not sure what they do. ^.^;
Edit2: Well that wasn't too hard. I think will secure containers instead of locking them down:
TownHouseSign.cs:
Code:
public virtual void ConvertItems( bool keep )
{
if ( c_House == null )
return;
foreach( Item item in new ArrayList( World.Items.Values ) )
if ( item.Map == c_House.Map && c_House.Region.Contains( item.Location ) )
{
if ( item is HouseSign
|| item is BaseMulti
|| item is BaseAddon
|| item is AddonComponent
|| !item.Visible
|| item.IsLockedDown
|| item.IsSecure
|| item.Movable )
continue;
if ( item is BaseDoor )
ConvertDoor( (BaseDoor)item );
else if ( !c_LeaveItems )
{
c_DecoreItemInfos.Add( new DecoreItemInfo( item.GetType().ToString(), item.Name, item.ItemID, item.Hue, item.Location, item.Map ) );
if ( !c_KeepItems || !keep )
item.Delete();
else
{
item.Movable = true;
[COLOR="Red"] if ( item is BaseContainer )
{
c_House.AddSecure( c_House.Owner, item );
c_House.Owner.CloseGump( typeof( Server.Gumps.SetSecureLevelGump ) ); // ZOMG HAX!
}
[/COLOR] else
c_House.LockDown( c_House.Owner, item, false );
}
}
}
}