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Lockpick unlocks target
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@@ -3313,7 +3313,11 @@
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// If not found, try object-level difficulty
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difficulty = difficulty || lockable.scenarioData?.difficulty || lockable.properties?.difficulty;
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debugLog('STARTING LOCKPICK MINIGAME', { difficulty }, 2);
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startLockpickingMinigame(lockable, game.scene.scenes[0], difficulty);
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startLockpickingMinigame(lockable, game.scene.scenes[0], difficulty, () => {
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// Add callback to handle successful lockpicking
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unlockTarget(lockable, type, lockable.layer);
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gameAlert(`Successfully picked the lock!`, 'success', 'Lock Picked', 4000);
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});
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}
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} else {
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debugLog('KEY NOT FOUND - FAIL', null, 2);
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@@ -5721,7 +5725,7 @@
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MinigameFramework.registerScene('lockpicking', LockpickingMinigame);
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// Replacement for the startLockpickingMinigame function
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function startLockpickingMinigame(lockable, scene, difficulty = 'medium') {
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function startLockpickingMinigame(lockable, scene, difficulty = 'medium', callback) {
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// Initialize the framework if not already done
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if (!MinigameFramework.mainGameScene) {
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MinigameFramework.init(scene);
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@@ -5735,6 +5739,7 @@
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if (success) {
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debugLog('LOCKPICK SUCCESS', null, 1);
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gameAlert(`Successfully picked the lock!`, 'success', 'Lockpicking', 4000);
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callback();
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} else {
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debugLog('LOCKPICK FAILED', null, 2);
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gameAlert(`Failed to pick the lock.`, 'error', 'Lockpicking', 4000);
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