============================================================ BIOME & TIER LOCKPICK SYSTEM ============================================================ DESCRIPTION ----------- This mod is an **extension for the Left 2 Die and extension for SPHEREII LOCK MINI-GAME ** project. Work also as separet mod if you dont like both mods mentioned above! It adds a complete lock difficulty & attempt system based on: - biome difficulty ranges - POI / building tier (Tier 0–5) - a “Master” difficulty level (highest tier) It is designed to **extend and complement SphereII’s Lockpicking MiniGame**, but it also **works without SphereII installed** (vanilla lockpicking / radial flow is supported). MAIN FEATURES ------------- 1) BIOME + POI TIER DIFFICULTY SYSTEM - Every lock gets a difficulty calculated from: * biome difficulty range (min/max) * POI / building tier - Result is clamped into the difficulty scale: * Very Easy → Easy → Medium → Hard → Very Hard → Master 2) LOCK DIFFICULTY LABELS / CONSISTENT TIERING - Locks are categorized into clear tiers that match the gameplay scale. - The system ensures difficulty is predictable and consistent across the map: * Forest can stay lower difficulty * Wasteland / Radiated zones can roll higher difficulty including Master * Higher POI tiers push locks into harder tiers 3) ATTEMPT LIMIT + LOCKED STATE (ANTI-SPAM PROTECTION) - Manual lockpicking has a configurable failure limit (default: 5 broken picks). - After reaching the limit the lock becomes **LOCKED**: * further lockpicking is blocked * the player is forced to break the lock/container instead - This prevents infinite lockpick spam and adds real risk/reward. 4) FORCE LOCK OPTION (FALLOUT-LIKE) - A “Force” action can be shown in the interaction radial menu (if enabled). - If the lock is already jammed (max failures reached), **Force is also blocked** to keep the system consistent and prevent bypassing the jam mechanic. 5) SPHEREII LOCKPICKING MINI-GAME COMPATIBILITY (OPTIONAL) If SphereII’s Lockpicking MiniGame mod is installed: - this mod injects the **same computed difficulty tier** into the mini-game - your biome/tier/master difficulty is applied to mini-game parameters - the attempt/fail tracking remains consistent with the global lock state If SphereII is NOT installed: - the mod still enforces tier difficulty, attempt limits, jam state, and Force Lock using vanilla-compatible hooks. CONFIGURATION (XML) ------------------- Gameplay values can be tuned in XML without recompiling the DLL. Main config file: - Lockpicksystem.xml Supported settings: - max manual failures before JAMMED (Pick maxFails) - Force Lock chances (Default + per-block overrides) - biome difficulty ranges (min/max difficulty per biome/region) NOTE: - POI / building tier influence is part of the DLL logic (not an XML setting). - Mini-game scaling values are applied automatically when SphereII is detected. INSTALLATION ------------ 1. Extract the mod into: Mods// 2. (Optional) Install SphereII Lockpicking MiniGame if you want the mini-game UI. 3. Configure settings in: Lockpicksystem.xml 4. Start a game / server and test locks across different biomes and POI tiers. REQUIREMENTS ------------ - 7 Days to Die 2.5 - EAC OFF: depends on your server policy (Harmony patches are used) OPTIONAL DEPENDENCIES --------------------- - SphereII/ Xyth Lockpicking MiniGame (This mod will automatically enhance it when detected.) COMPATIBILITY NOTES ------------------- - Works standalone (vanilla flow) - Adds extra behavior when SphereII MiniGame is present - Designed to be modular with XML tuning where supported CREDITS ------- - SphereII/ Xyths (Lockpicking MiniGame concept / base mod) - Community modding tools & Harmony ecosystem LICENSE ------- Free for personal use and modification. Do not redistribute without permission. ============================================================