Actually, telling me to look at other maps was quite helpful and that helped answer an amazing amount of other questions I would have had. For instance, it helped me set up a merchant and helped with question 3.
But even doing so has left me stumped with one. See, I want to put two veins down, an iron and mineral one. The player can mine them out as well as a tree, to make a 10mm and some ammo.
While that part is doable, I come across two problems:
1. The mines don't fade out. They're still upon the mines running out of materials. The message says it's depleted, but they don't "Fade away."
2. I'd like to limit the amount of resources that is able to be grabbed by these veins and trees. Maybe about 4-5 strikes per mine, rather than the normal 7-8. So it's only about 8-10 iron and minerals, and only a handful of wood. And wood, I'd like the trees to be cut down only in 2 chops.
The resource amount isn't too big of a deal, but I don't want the player to be gaining too many experience from here due to crafting. It's meant to be a starting zone.
After the mines and trees are gone, I don't want them to replenish. Mines particularly, I just want them to fade away.
I tried looking up the Junktown Mine from Reloaded but nothing there told me how they made the veins fade out. I tried using the shuffler, but it didn't really help. The properties of the shuffler and the veins are identical to the JT, short of location, but that doesn't seem to do anything, I'm probably missing something. (With shufflers I was going to have it shuffle the other mines just outside the scrollblockers)
Any help in quantity and fading here would be excellent.
There is a final thing, is there a way to make lockpicking a door absolutely guaranteed or at least extremely likely?
I made a door locked and the player has to use lockpick to open it, as to teach the player how to use skills. I made the door locked and set the complexity to 0. I started out a character with 1 agility and 1 perception, lockpick skill was 16. And he failed a lot. I tried giving him a lockpick set, then expanded, which would jump his skill to 41/66 and he still failed a lot.
This is something of a tutorial map, and failing a lot would be very detrimental to progression. I could ignore that part, yes. But a lot of things use skills.
Think of this lockpick as a type of call back as Temple of Trials.