Daggerfall Mod:Daggerfall Unity/Bible/Pickpocket

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Daggerfall Unity: Pickpocket[edit]

Pickpocket is one of the skills in the game. The player can attempt to pickpocket from outdoor peasants and from human enemies. The Pickpocket skill is also invoked when the player attempts to steal something from a shop shelf.

Stealing from a Peasant[edit]

When the player has clicked on a pickpocket target in steal mode, the following formula is used:

           int chance = player.Skills.GetLiveSkillValue(DFCareer.Skills.Pickpocket);
           return Mathf.Clamp(chance, 5, 95);

This means that the probability of success when pickpocketing is equal to the level of the pickpocket skill, but with a minimum 5% chance of success and 5% chance of failure regardless of level.

If the player succeeds at pickpocketing, there is a 67% chance that they will find gold pieces. The number of gold pieces found is random, from 1 to 6 (inclusive). The number of gold pieces is not affected by any stats. There is a 33% chance that they will find "nothing of value", and the popup will provide some flavor text saying so. This 67% success, 33% fail chance is not affected by any stats.

If the player fails at pickpocketing a townsperson, it is considered the crime of pickpocketing and guards will always be alerted. Failing to pickpocket will make nearby non-hostile entities turn hostile.

Stealing from an Enemy[edit]

When stealing from an enemy, an additional modifier is made as follows:

           chance += 5 * ((player.Level) - (target.Level))

Thus, a level 12 character attempting to steal from a level 3 enemy will gain a benefit of (5*(12-3)), or (5*9), or 45. Conversely, a level 2 character attempting to steal from a level 6 enemy will incur a penalty of (5*(2-6)), or (5*(-4)), or -20.

Pickpocketing always has a minimum 5% chance and 95% maximum chance of success, regardless of all other numbers.

Shoplifting[edit]

The relevant formula for stealing from a shop shelf follows:

           int chance = 100 - player.Skills.GetLiveSkillValue(DFCareer.Skills.Pickpocket);
           chance += shopQuality + weightAndNumItems;
           return Mathf.Clamp(chance, 5, 95);

This returns that the chance of being caught is (100 - pickpocket) + store level + total weight + number of items. There will always be a 5% minimum and 95% maximum chance of succeeding, all other numbers irrelevant.

Stores have a level ranging from 1 to 20, grouped into five flavor categories (displayed in the "rusty relics" or "shoddy shelves" descriptions).