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Lockpicking drains on consumable uses #162

@GoC45

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@GoC45

I wanna throw this as an idea for the module, and if it's already in the game then cool.
Basically, if the lockpicks are consumable, then they're should be an option to take a use from the lockpick being used. For example, if a lockpick item has 5 uses, a failure eats one of those uses. That's it. :/

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