Locked Doors and Containers
From Divinity Engine Wiki
Object Configuration
In order to lock a door or container, there are two properties under the objects 'Item' sub-category that need to be addressed (shown in bold):
Item | |
---|---|
... | |
Items | |
Key | <key name> |
LevelOverride | |
LevelOverrideCurrent | |
LockLevel | <level> |
... |
Key: The name of the key that can unlock this door or container. This field must be given a value even if you never plan to create such a key in game. Otherwise, the object will not be locked.
LockLevel: The level of thievery required to pick the lock if the player is without the above named key.
Examples
- A simple, locked door that requires thievery level 2 to unlock
Property Value Key key_null LockLevel 2 - key_null is never created in the game and does not exist
- A locked door that can only be opened with a specific key named 'key_master'
Property Value Key key_master LockLevel 100 - By setting the lock level to 100, it is impossible to get thievery high enough to unlock it without possession of 'key_master'
- There would need to be a key created somewhere in the game with the name 'key_master' to open the door (apart from scripting).
- A locked door that can be opened with a specific key named 'key_owner' OR thievery level 3
Property Value Key key_owner LockLevel 3