Jump to content

Search the Community

Showing results for tags 'lockpick'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Central
    • Forum Announcements
    • Forum Feedback and Support
    • Introductions & Farewells
    • General Discussion
  • The Developer's Corner
    • Theory and Development
    • Recruitment
  • Game Development
    • Editor Support and Discussion
    • Programming
    • Tutorials
    • Workshop
  • Game Production
    • Games in Progress
    • Completed Games
    • Game Reviews
    • Archived Games -Projects that have been inactive for 12 months are stored here.
  • Resource Center
    • 2D Resources
    • 3D Models
    • RPG Maker
    • Audio
    • Resource Market
    • Developing Tools
  • Creative Area
    • Artwork Gallery
    • Music Room
    • Literature Library
    • Animation Theater

Blogs

  • Loki's Blog
  • Kirin's Blog
  • Cremno's Blog
  • Nelneo's Blog
  • silversatyr's Blog
  • Virtuous Blade Development Blog :: DISCONTINUED
  • Lone Barrel Works
  • Intrigue of the Crystals Development Blog
  • Princess Project
  • Endafy's Corner
  • Knightmare's Blog
  • The Septrian Voyager
  • Animated Battlers
  • Pikalyze's Apple Tree
  • Marshzd Film to RPG Blog
  • Guardian Spirits Status Blog
  • Shinsei Stuff
  • æ�±æ´‹ã‚¢ãƒˆãƒªã‚¨
  • Eve of Perception [RPGMakerMV] Devlog
  • Blood Boundary Development
  • Little Girl That Could dev blog
  • Alice - Human Sacrifice Blog
  • Brualrosian Empire
  • Bashar's Blog
  • Shin RPG Maker
  • ShinGamix's Ace.net Only Blog
  • UnDead Studios
  • tillypope's Blog
  • whitedahlia
  • Rusted Souls Project Blog
  • Somnium: Burning Ember Development Blog.
  • E. Rin's Blog
  • Mako Star's Blog
  • A Descent into the Maelström
  • Aarowaim's Blog
  • CubixPG's
  • Pokemon Planet Project
  • Uprising:The Blog
  • COOL TELOCH BLOG
  • Politics: The game project blog
  • MonDez's Custom Resources
  • BlueDragonGamers
  • CT Bolt's Blog
  • Cid Gaius' Blog
  • Cidiomar's Blog
  • monster311
  • Velvela Jade
  • Dark Horseman
  • Pocketmouse, Project: Blog
  • Looking for Artist
  • COVB Custom
  • Ravenith's Laboratory
  • The Ninth Life Gaming
  • Daniel Tom's Blog
  • Daniel Tom's Blog
  • Level 99
  • Blood Shadows Blog
  • PK8's Blog
  • It's Acezon
  • Saphire Action Battle System IV how do you make the player Die?!
  • jomarcenter gamer news blog
  • Random Designs~
  • Mini Game Ideas
  • A Mouthful Of Maus
  • Mundane's Blog
  • The Guardian's Wicked Cool Stuffs!
  • Script Request
  • Ultima - Virtuous
  • Deadwater's Blog
  • Alendalin RPG
  • Cait's Blog
  • Acer K Productions
  • Hyde's Development Journal
  • DWM2 Development Journal
  • ~Hikari No Uta~
  • => proceed to recycle bin
  • The8th's Journal
  • Face Emotions
  • Request on Tutorials Anyone?
  • estriole's Blog
  • NecromireGames Blog
  • Toheka's blog
  • Bluestar Blog
  • Upcoming Tutorials
  • Misadventures
  • Resource Blog
  • LunaWing118's Blog
  • My Game
  • A Masterpiece In Development
  • N.O.I.M.
  • Hey PL! (Passive Lion's Official VX Ace Blog)
  • RagingHobo's Blog
  • Arctic Fox's Blog
  • Yin's Blog
  • TDW's Blog
  • pxlgraphic- Official Blog
  • The Making of Zendir
  • Rowen's Blog: Okami project
  • Vintaisa:School magic
  • Elixia's Memoir Chamber
  • Progress Project
  • Realms of Eternity
  • Infernal Cauldron of Miscellany
  • The Making of Zendir 2
  • Hortator's Blog
  • Project Shotgun
  • kelchw2323's Blog
  • kelchw2323's Blog
  • Aesorian's Thingymajig
  • NewMarker's Blog
  • Dezz's Stuff!
  • Pixel Art
  • KilloZapit's Magical Fairyland
  • Zendir 1: The Director's Cut
  • Bá´€ssÒ“ire [â—£ â—¢]'s Blog
  • My sweet abyss
  • RuinLight's Blog
  • ohheart's Blog
  • Indy Star: Dev Log
  • Logic's Blog
  • Mark Juner
  • LunaWing118's Blog
  • The fall of equestria
  • chronicles of a gamer
  • Replication/Tutorials
  • King's & Heroes Dev Blog
  • Whistler Wolf's Blog
  • kaz's Blog
  • China Rgss Scripts
  • Draciarch Games' Blog
  • Modern's Goal
  • Z3R0's Blog
  • 7-continents worldwide travel
  • "The World After" in the Making.
  • DarthVollis' Blog
  • SMC Development Blog
  • ~Choco's Blog~
  • Thoughts
  • The Four Stones
  • The Zen
  • Maindric's Blog
  • icon's Unusual Ideas
  • kayden997 Gaming Moment
  • Jonnie's Blog!
  • RuinLight Blog
  • Wren's Blog
  • Axio Chronicles: Progress Report
  • Liphidain - The Record
  • Nightgazer Starlight's Blog
  • Thebigzumawinz's Blog
  • Orrgar's RPG Blog
  • SchnitzelLion's Blog/etc
  • SirBilly's Blog
  • The Guardian's "Project RPG"
  • Alufey's Blog
  • Zanara's Blog
  • Legend of Erthia - The Etheral Gate
  • Naruto RPG Blog
  • GreenSheepGo's Blog
  • siChainlinks' Blog
  • Haunted Robots Blog
  • A blog emerges.
  • HimeWorks
  • cHAOScythe's Blog
  • Aetra: The Blog
  • Soul of Sul
  • Tutorial Drafts
  • Tigerbite's Blog
  • I need a little help... (o.\\)
  • Project A
  • The Shadows of Splendor
  • Deej's Blog
  • From the studio...
  • Vos: Demon Eater
  • RuinLight's Blog
  • Project Pepé
  • Project: █████▌
  • LunaticZio's Blog
  • Vauge
  • ThunerzIX's Blog
  • Smokey's Blog
  • AlexanderK's Blog
  • Magic Warrior
  • VanillaCube's Blog
  • Eventing 101
  • wirt2650's Blog
  • Rabie's Vaccine
  • Ninja Wolf Blog
  • Grotaiche's Blog
  • Writing Competition
  • OtaEnt Studios
  • Totori's Blog
  • The Kokonut Tree
  • Universecoffee's Blog
  • Universecoffee's Blog
  • Judgement Journey : Develop Blog
  • OmegaDSX's Blog
  • CharmingDominion's Blog
  • Jay Heartay's Blog
  • Arfax Games Dev-Blog
  • Pandemonuim the game
  • Remains: Dream Paradise
  • Just Starting Out
  • dev[otion]
  • Taffer's Blog
  • Soft-Square's
  • OmegaDSX's Off site blog
  • Story Review
  • My Ideas
  • EVENavesT
  • Elementstormrpgteam's Blog
  • RavenTheOld's Blog
  • Unnamed Game Dev
  • The Arbitrators Series
  • Medicine Man
  • Laura Yeah Right's Blog
  • Stradar's Blog
  • Silvershore
  • Jonath4nC's Blog
  • xMikachux's Stuff
  • Cecillia's Blog
  • Liphidain Development Blog
  • Pixelated
  • animeforfun's Blog
  • Purogurama Project
  • Flora Development
  • animeforfun's Blog
  • anna trinh's Blog
  • DragonWing Studios Blog
  • Tangential
  • P3RR1N's Blog
  • Necromedes' Blog
  • Soul Attraction
  • Tsarmina's Ramblings
  • lastonealive111's Blog
  • privateer's Blog
  • Warhamme40k Extermination
  • Dead Island Reincarnate part 1 review
  • Murgianswordsman's Blog
  • Jungernaut's Status Updates
  • Dead island Reincarnate info
  • KevinFrost's Blog
  • The Ensnarer
  • InfectedChild's Blog
  • Cupcake293's Blog
  • Choco's Dev Blog
  • Something Witty
  • t h e j a y s t u d i o's Blog
  • Zeth-Almer's Blog
  • Blindga's Lounge
  • Yenok's Blog
  • Eroha Maximus Development Blog
  • General Douchebaggery
  • My RPG progress blog
  • Master of The Forge - Development Blog
  • Draaloff - a small artwork collection
  • Update Blog
  • Cazziuzz' Blog
  • Personal blog
  • Ramblings of a writer
  • Ocedic's Blog
  • Gump's Dev Blog
  • smashdaddy's Blog
  • Biwy's Scripts
  • Ooooh! A Blog!~
  • So yea...
  • Cakes Notebook
  • Questions about my game
  • Flaming Teddy Productions
  • JamTam Universe
  • Tales of Mysteania DEMO
  • Near Misses of the Mundane Sort
  • Patch game title WIP
  • Tales of Time
  • Is anyone willing to assist me?
  • EraYachi's ...*sigh*..."Blog"
  • Help and Advice Requested
  • Fallen Temple
  • QuizicalGin's Blog
  • Ace Academy in Action
  • Fairy, Fairy How Contrary
  • Post-apocalytpic Simulation
  • Tweaksource's Blog
  • McCrumple's Blog
  • Utopia Software
  • gaixareku's Blog
  • DH2 Productions' Blog
  • Palladinthug's Blog
  • magicmetal's life
  • AlliedG's Blog
  • JStewartMusic Blog
  • Attack on Diary
  • Jeff-Andonuts PLAYS SOME RPGMaker VX Ace GAMES!
  • The Thoughts of a Squirrel King
  • Kamalot_INC Presents
  • Crazy Lady with a Hammer!
  • Question About Damage Formulas
  • Wow, such blog!
  • Phantom Antiquary
  • My Game Days
  • ShadowSphere Entertainment
  • Quick Question with Victor's Battle System
  • OFFICAL HIREING LIST
  • UnDead Studios Archive
  • Big project, I need help
  • Welcome to Entropy
  • Tactical Game System
  • Under The Name Sanders
  • Otterlicious
  • ScottofNorth's RPG Journal
  • LukeRiley's Project:
  • DiaWulf here~
  • A Spark of Inspiration
  • Downwinds' Blog
  • Arctic Thunder Crunch
  • luwehazcu's Blog
  • Fake but real
  • Allusion's Blog
  • Preparing For Massive Crowdfunding
  • nicoleanderson's Blog
  • Light and the Dark, A Journal
  • Kuronekox's Blog
  • Tris Blog
  • Omniblacklight's Blog
  • Theolized Stuffs
  • Blood Heart Redemption Dev Blog
  • Sug's Blog
  • GameMaking Blogger TheAqib
  • An artist's scattered thoughts
  • CloudTheWolf's Blog
  • Malagar's RPG Dev Diary
  • PoorCollegeGuy's Blog
  • nanokan's Blog
  • Movie Review Blog
  • Minerva's Touhou Diary
  • GameCreations' Blog
  • insomnioid
  • Johnny's Corner
  • Rush2112's Blog
  • Cat`s and Lolipops
  • The Rock Music Blog
  • New Artwork!! :D
  • Wolf Engine
  • Ultim's Thoughts
  • NightWolf's Logo Hub
  • Arcane Blog
  • Lith's Corner
  • HTML & CSS Learning Diary
  • Freak's Games
  • ASOE - Asynchronous Online Engine
  • Dark Cloud RPG Maker Edition
  • Plague's Blurbs
  • An Errant Soul's Musings
  • Stellar Complex - Development Blog
  • Venya's Blog
  • Wish to the Stars development blog
  • A Writers Paradise
  • Project Aventice
  • Aljara~
  • Extreme edits
  • Concepts & Roughs
  • Hokobishu's Japanese Tea House
  • Yukijin's Storehouse
  • The Pantheon
  • Pixii Stix since 1986
  • The Manic Elf
  • Ramblin' Roccstar
  • Blogging and Things
  • Opal Starlight
  • Game Watch
  • Turt's Blog
  • minefan's development blog
  • Kotori-chan`s Review Adventures~
  • Vectra Productions
  • ~Diary of Wrath~
  • DMTK Stuffs
  • Ailuro's Blog
  • Omni Link's Blog
  • Scoosh's Blog
  • DavidFoxfire's Works in Progress
  • DJBailey on Sound, Life, Development
  • Tools of The Trade
  • Kaiso's Blog of ideas and art
  • ImAGirlUPerv's Blog
  • TimothyWhitcomb's Blog
  • Chaosian's Blog
  • Lex's Blog
  • Spooky Does Blog Stuff
  • @Monkeysnow55's Blog
  • Don't have a project title yet :x
  • TheCaliMack RPG (California Macky's Blog)
  • Point08's Blog
  • Emphasis Log
  • A World On Fire
  • Space game
  • Project Eden Dev Blog
  • Soul Eka
  • The Consensus' RMVX Ace Musings
  • Writer's Resource
  • Spectre's Freebies
  • Karsh's Developer Blog
  • AngelCou's Blog
  • Intelligent Debates/feelings/conversations
  • The scripting life of a big red dog
  • Realm of the Nine Palms
  • D'Art Blog
  • BHR development
  • Personal Blog
  • And A Random Blog Appears From The Shadows
  • [Project Log] Relic Hunter
  • LadyLemonGames' Diary
  • Takeo's Game Updates
  • Visual Novel Progress
  • Absolute Nonsense(The Good Kind XP)
  • My Precious Days
  • Wander Work Blog
  • upsidedownprtl's IGMC Blog
  • IGMC Entry
  • Joseph's Development Chatter
  • The Daily Apple
  • [Project Log] The Keeper of the Wards
  • Local Woman Creates Blog: Users React in a Rampage
  • JaiCrimson's Blog
  • Returning to RMVX
  • Vectra's Speeches
  • Monster's Den Blog
  • Firehawk Labs
  • gunsage's magical death metal unicorn apocalypse
  • LTN Games
  • EpicFILE Leisure Time
  • Personal Blog
  • Random Things
  • My small ideas
  • The Waffle of Gold! Development Blog!
  • Blithe's Bleh
  • Maki's Semi-Transparent Cube
  • thejaxinator's INAW3
  • ~Dia's Rant's, Comments, And Concerns of Today's World~
  • Development of Beyond the Dark
  • You walked into Shin's Room
  • Manga Gothic
  • My year with the dragon
  • Memoirs of a Space Traveler
  • The Bounty Hunters
  • Cookie ninja shares!
  • Balter's blog
  • Veryll Tavern
  • Random Postings
  • Devonair320's Blog
  • Green With It's Freedom-Land Field Guide
  • Thought-crime and Other Misdemeanours
  • Jaluna's Berry Bush
  • Character Showcase and Other Things
  • Khaos' Kavern
  • markA's Blog
  • Equestria
  • PixeLockeT Plays & Plugs
  • Jacklack3's Book Of Stuff
  • Paradox: The Dev Log
  • Scalvose: Demons and Dragons Progress Holder
  • KunLibertad's Blog
  • Development of STA-FDW
  • Decim Blog, and Other Things
  • Tales of the Clumsy Beginner
  • Shiggy's Lab of Randomness
  • Bunbunmaru News
  • Shiggy's Blog
  • GameKirby's Blog
  • LewisDruid's Gaming Corner
  • Nirwanda's Corner
  • Jax's Game Log
  • ashm13's Blog
  • A Dog's Guide to Highwick
  • Jacob Mann's IIAW3
  • The Eddsworld Fangame(s?)
  • beh
  • As Time Takes Its Course
  • Tempest of Souls
  • Tochiko Island: Juju Talks to Herself (And Others)
  • Unfortunate Ideas
  • The Woodcutter's Daughter (dev corner)
  • Demon's Gate Progress Blog
  • Cleosetric's Journal
  • Cinder's Stuff
  • Project Iniquitous
  • Milton Monday Plays Something
  • Ac Games
  • Characters And Such
  • Gaming, Writing, and Music
  • GamePad DevBlog
  • CVincent's Blog
  • Cupid's Universe
  • The Lightsworn Devrambles
  • Tarq's Backlog
  • Iron Fortress
  • Chungsie's Dagger Thunder Poop
  • Straydog's Blog
  • DRC's Blog
  • The Book of Love: South Park Fanfiction
  • The Legend of Jerry Quiver: Dev Blog
  • Official Works
  • Cosmo's Development log and Process Anouncments
  • 9 Circles Casino & Hotel
  • The Hurst's Development... Thingy
  • Chibae's Blog
  • JesseO's Blog
  • Party Pals!
  • 'Lucid' Blog Thing I Think
  • Cryptic: Project Journal
  • Neryan's Bloggie >,<
  • Planned All Along
  • Planned All Along
  • Alphys Hedge's Blog
  • Nexus of Naoto
  • FluffexStudios' Blog
  • CAW Series
  • RGSS3 Rumbles
  • Journal of the Phoenix
  • Project Updates
  • Perang Cemen's Devil Boy Quest
  • Fleshport Development Blog
  • Amyrakunejo's Game Cabinet
  • Secret Project
  • "Crystal Crown" Devlog [RPG Maker MV]
  • Memory of the Fallen Leaves Demo 1.8 coming soon-ish
  • Delve into the Digital Embrace
  • Nira, the Experiment
  • Testing Blog
  • Loco's Loose Leaf Odyssey
  • CH2 - Afterword
  • Verdiløs Games
  • An it harm none do what ye will.
  • Eddsworld: Life After The End
  • Final Fantasy (Working Title)
  • Alva (not the skater)-A planet and world much like the one we know, or claim to...
  • The Freeman Gazette
  • Abby Freeman Makes A Game
  • Doin Stuff
  • My pointless thoughts
  • Loco's Odds and Ends

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Skype


Location


Interests

Found 4 results

  1. Tidloc's Lockpick Minigame v.1.1.2 by Tidloc Introduction Ever wanted to lock you doors a safe way so no unwanted guests come in? well, to bad that's not possible anymore, since the protagonist can now pick your locks! Features - lockpicking minigame without leaving the Map scene - result of the lockpicking is saved in a global switch, so in events it can be branched easily Screenshot How to Use paste it of course above main, below all standart-scripts and my Header. All instructions of how to setup this script is in the top of the script. If you don't have graphics you can use, the script is adjusted to these at the moment, feel free to use the attached graphics (take care of the folder, defined in the constant images of the script or alter it so it matches). Anyway, if you use them, please credit Victor Maker for them. But also: if anyone is willing to improve upon the graphics that would be greatly appreciated! Demo Download this file. Script Downloads: Lockpick script. FAQ Q: I found a bug or have a suggestion, how ca I contact you? A: please look into my signature, there you'll always find the most recent contact information! Q: How does it work? A: You have to press :C when the pin is as far up as it goes to arrest it. as soon as all pins are arrested, the lock is considered opened Credits and Thanks - Tidloc I'm always open to suggestions or ideas, so feel free to contact me or write an answer =)) Changelog: LockPick.zip
  2. Hi, I am aware that there are several lockpick systems already, however I put something together as well. Maybe someone will find it usefull, especially since it should be rather easy to alter. And it doesn't work just as lockipck, I guess. Cons: Not really any immersive graphical interface, really. Pros: Can be used for more than just a simple lockpicking. Few options to set to get more than one way how it works Should have rather high compatability. Install: It should work with just pasting into scripts under Material and above Main Usage: The script is called as show_lockpick("code") where code is string, saying which code is needed and the function returns true or false depending on how it is set up. The code consists of letters "R", "L", "D" and "U" for right, left, down and up directions, eg "DDUL" will require the user to press those four direction keys in that direction to get true returned. When called it will display a window (the size of the window deprends on the size of the code) and the user then presses the direction keys to create the combination, or press the key mapped to B (usually ESC key) to quit the input sequence with false value being returned. Options: You can set numbers for 4 icons that are used for each direction. You can decide if icons or letters are displayed as user presses the direction keys. You can decide if user is allowed to continue with input after wrong key press (eg continuing after UUD for code that us UULRURL) or if false value is returned right after first wrong key press. You can decide what (if any) sound effect is to be played on correct and on wrong key input. (this in combination with allowing to continue will make it easier for the player, as they get to guess all keys and are hinted with the sound if it was right or not) Thanks: @TheoAllen for solving a tiny bit with the loop goes BIG thanks. @pencilcase27 for ideas for the second version of the script (see EDIT part for sleeker code) Note: The way I use it is that I create a chest and put there a condition that calls this script and if successful, then the chest is open Also note that as it is the most likely icons used (1,2,3,4) are those of poison, death, blind and silence. :-) Idea: With @TheoAllen's help in solving a bit, you can now call it from the damage formula like this show_lockpick(code)?damage_if_true:damage_if_false Enabling you to create those oh so "loved" combo skills where it will ask the player to input the code and if right, damage_if_true is dealt, otherwise it deals damage_if_false to the target. Idea2: I guess further update would be to be able to pass the numbers of icons wanted in the call, that way each combo input could have it's own icons, probably useful for mixing items or skills? EDIT: With help of (and thanks to) @pencilcase27 there is a newer and moresleeker and shorter code, that also makes the sound definition prettier Usage is till the same
  3. Hi everyone! I was wondering if it was possible to convert Neon Black's Lockpicking script to make it compatible for RPG Maker VX Ace. I've tried several other lockpick systems made for Ace, but none of them are quite what I want. If anyone were able to do this, I'd be very grateful. Thank you very much in advance! Link to the script page: http://forums.rpgmakerweb.com/index.php?/topic/685-lock-picking-script-demo/ Script itself: ###--------------------------------------------------------------------------### # Lockpick script # # Version 1.2 # # # # Credits: # # Original code by: Neonblack # # Modified by: Jesse120 # # # # This work is licensed under the Creative Commons Attribution-NonCommercial # # 3.0 Unported License. To view a copy of this license, visit # # http://creativecommons.org/licenses/by-nc/3.0/. # # Permissions beyond the scope of this license are available at # # http://cphouseset.wordpress.com/liscense-and-terms-of-use/. # # # # Contact: # # NeonBlack - neonblack23@live.com (e-mail) or "neonblack23" on skype # ###--------------------------------------------------------------------------### ###--------------------------------------------------------------------------### # Revision information: # # V.Alpha - 2.11.2012 # # Wrote main script # # V1.0 - 2.12.2012 # # Debbugged, polished, and documented script # # V1.1 - 4.7.2012 # # Modified so that breaking a pick is dependent on an in-game switch # # V1.2 - 4.15.2012 # # Added "Gold Lockpick" # # Added to Jesse's modification # # Added "breaking locks" # # Slight cleanup and maintenance # ###--------------------------------------------------------------------------### ###--------------------------------------------------------------------------### # Compatibility: # # New Scene entirely; should run with just about everything. # ###--------------------------------------------------------------------------### ###--------------------------------------------------------------------------### # Instructions: # # Place this script in the "Materials" section of the scripts above main. # # This script is NOT plug and play and requires additional graphics and # # several setting changes to work properly. Please be sure you have # # imported the required graphics before continuing. # # # # To use, place a script call in an event and use the following script call: # # lockpick(x, y) # # Define "x" as a numeric value that represents the difficulty of the lock # # where lower numbers are easier to pick. It is recommended to only use # # values ranging form 2-8 because 1 seems to be too easy and 9 seems to be # # too hard. The "y" argument is a little more complex. "y" is simply the # # variable that holds the "lock durability". If "y" is defined, breaking a # # pick will break the lock instead. The durability of the lock will be # # stored in variable "y" so that the player cannot leave the lock and return # # with full durability. If the variable contains a value of "0" when # # lockpicking starts, the variable will be changed to the default durability # # for picks. A variable with the value -1 is considered a broken lock. # # Note that even with a gold lockpick or with lockpick breaking disabled, # # locks can still be broken. To make a lock "unbreakable", set the variable # # to a value lower than -100 as -1 to -99 are used to check breaking. # # # # When a lock is picked, one of three different numbers will be returned in # # pre-determined variable. The numbers are as follows. # # 1 - Returned if the player picks the lock. # # 2 - Returned if the player cancels lockpicking. # # 3 - Returned if the player breaks all their picks or has none. # # # # The player must have at least one of a pre-determined item in order to # # pick a lock. The item is determined in the config section. # ###--------------------------------------------------------------------------### ###--------------------------------------------------------------------------### # Config: # # These are the default values used by several of the functions in the # # script. You may change these values as you find your game requires in # # order to give the player a better playing experience based on your game. # # # module CP # Do not edit # module LOCKPICK # these two lines # # # ###----- -----### # The main game settings are below. These include mose of the sound effects # # and variable settings in the script. # # # module SETTINGS # Do not edit this line # # # # The ID number of picks in the database. The player must have a least 1 # # lockpick in their inventory before they can pick locks. # PICK_ITEM = 22 # Default = 22 # # # # These are the golden lockpick settings. A golden lockpick will not break # # and is used by default if it is in the inventory. It can be diabled if you # # do not want to use it. # USE_G_PICK = true # Default = true # G_PICK_ITEM = 23 # Default = 23 # # # # The variable that returns the result of lockpicking success. # VARIABLE = 1 # Default = 1 # # # # The sound effect, volume, and pitch played when starting to pick a lock. # LOCK_SOUND = "Switch2" # Default = "Switch2" # LOCK_VOLUME = 60 # Default = 60 # LOCK_PITCH = 110 # Default = 110 # # # # The sound effect, volume, and pitch played when unlocking a lock. # UNLOCK_SOUND = "Key" # Default = "Key" # UNLOCK_VOLUME = 80 # Default = 80 # UNLOCK_PITCH = 100 # Default = 100 # # # # The sound effect, volume, and pitch played when breaking a pick. # BREAK_SOUND = "Sword2" # Default = "Sword2" # BREAK_VOLUME = 60 # Default = 60 # BREAK_PITCH = 130 # Default = 130 # # # # Determines the switch for breaking picks and the durability lockpicks have. # # Higher values in durability will take longer to break. If the switch is # # turned on, picks can be broken. If "BREAK_PICKS" is set to true, the # # switch is turned on by default. # BREAK_PICK_SWITCH = 1 # Default = 1 # BREAK_PICKS = true # Default = true # DURABILITY = 90 # Default = 90 # # # # A dialog box can be drawn in the bottom left corner with the remaining # # picks in your possession. Setting this to false will not show that box. # # You may also set the text to be shown in the box. # SHOW_REMAINING = true # Default = true # ITEM_NAME = "Lockpicks:" # Default = "Lockpicks:" # # # end # Don't edit this line either. # # # ###----- -----### # The settings for the graphics are below. Use these to specify the graphics # # used and the X and Y offsets from the middle of the screen. Note that all # # graphics must exist in the "pictures" folder. # # # module LOCK # Don't touch this line # # # # Settings for the lock graphic # X_OFFSET = 0 # Default = 0 # Y_OFFSET = 0 # Default = 0 # GRAPHIC = "Lock" # Default = "Lock" # # # end # Don't touch # module PICK # these two lines # # # # Settings for the pick graphic. # X_OFFSET = 0 # Default = 0 # Y_OFFSET = 30 # Default = 0 # GRAPHIC = "Pick" # Default = "Pick" # # # end # Don't touch # module KEY # these two lines # # # # Settings for the "key" graphic. # X_OFFSET = 0 # Default = 0 # Y_OFFSET = -20 # Default = 0 # GRAPHIC = "Key" # Default = "Key" # # # end # Don't touch # end # these three # end # lines # ###--------------------------------------------------------------------------### ###--------------------------------------------------------------------------### # The following lines are the actual core code of the script. While you are # # certainly invited to look, modifying it may result in undesirable results. # # Modify at your own risk! # ###--------------------------------------------------------------------------### $imported = {} if $imported == nil $imported["CP_LOCKPICK"] = true ##----- ## Allows for ease of access to the script from an event. ##----- class Game_Interpreter def lockpick(diffi, door = nil) $scene = Scene_Lockpick.new(diffi, door) @wait_count = 1 end end ##----- ## Draws the window for the number of remaining picks. ##----- class Window_Picks < Window_Base def initialize super(0, 360, 160, WLH + 32) refresh end def draw_picks(value, x, y, width) pick_name = CP::LOCKPICK::SETTINGS::ITEM_NAME cx = contents.text_size(pick_name).width self.contents.font.color = normal_color self.contents.draw_text(x+cx+2, y, width-cx-2, WLH, value) self.contents.font.color = system_color self.contents.draw_text(x, y, width, WLH, pick_name) end def refresh self.contents.clear itemnum = CP::LOCKPICK::SETTINGS::PICK_ITEM draw_picks($game_party.item_number($data_items[itemnum]), 4, 0, 120) end end ##----- ## The bread and butter of the script. ##----- class Scene_Lockpick < Scene_Base ##----- ## Initialize scene. Sets difficulty and number of picks available. ##----- def initialize(diffi, door = nil) @diffi = diffi @door = nil @door = $game_variables[door] unless door == nil @doorvar = door @door = CP::LOCKPICK::SETTINGS::DURABILITY if @door == 0 @key_rotation = 0 @pick_rotation = 90 @zone = rand(90) * 2 @wobble = 0 @durability = CP::LOCKPICK::SETTINGS::DURABILITY @did_turn = false picksnum = CP::LOCKPICK::SETTINGS::PICK_ITEM gpicknum = CP::LOCKPICK::SETTINGS::G_PICK_ITEM usegp = CP::LOCKPICK::SETTINGS::USE_G_PICK @haspicks = true if $game_party.has_item?($data_items[picksnum]) @haspicks = true if $game_party.has_item?($data_items[gpicknum]) and usegp @haspicks = false if @door == -1 end ##----- ## Start scene. Draws items on screen. ##----- def start super create_menu_background @picks_window = Window_Picks.new if CP::LOCKPICK::SETTINGS::SHOW_REMAINING @picks_window.z = 4 if CP::LOCKPICK::SETTINGS::SHOW_REMAINING create_lock create_key create_pick if @haspicks key_math end ##----- ## Terminate scene. Removes drawn items. ##----- def terminate super dispose_menu_background @picks_window.dispose if CP::LOCKPICK::SETTINGS::SHOW_REMAINING @lock_sprite.dispose @key_sprite.dispose @pick_sprite.dispose if @haspicks end ##----- ## Update scene. Calls the scene's flesh and blood. ##----- def update super update_pick_command update_key_position update_pick_position if @haspicks end ##----- ## Draws the lock at the start of the scene. ##----- def create_lock @lock_sprite = Sprite.new(@viewport1) @lock_sprite.bitmap = Cache.picture(CP::LOCKPICK::GRAPHIC) @lock_sprite.ox = @lock_sprite.width/2 @lock_sprite.oy = @lock_sprite.height/2 @lock_sprite.x = Graphics.width/2 + CP::LOCKPICK::X_OFFSET @lock_sprite.y = Graphics.height/2 + CP::LOCKPICK::Y_OFFSET @lock_sprite.z = 1 end ##----- ## Draws the key at the start of the scene. ##----- def create_key @key_sprite = Sprite.new(@viewport1) @key_sprite.bitmap = Cache.picture(CP::LOCKPICK::KEY::GRAPHIC) @key_sprite.ox = @key_sprite.width/2 @key_sprite.oy = @key_sprite.height/2 @key_sprite.x = Graphics.width/2 + CP::LOCKPICK::KEY::X_OFFSET @key_sprite.y = Graphics.height/2 + CP::LOCKPICK::KEY::Y_OFFSET @key_sprite.z = 3 @k_rotate = @key_rotation @key_sprite.angle = @k_rotate * -1 end ##----- ## Updates the rotation of the key each frame. ##----- def update_key_position return if @key_rotation == @k_rotate @k_rotate = @key_rotation @key_sprite.angle = @k_rotate * -1 end ##----- ## Draws the pick at the start of the scene. ##----- def create_pick @pick_sprite = Sprite.new(@viewport1) @pick_sprite.bitmap = Cache.picture(CP::LOCKPICK::PICK::GRAPHIC) @pick_sprite.ox = @pick_sprite.width/2 @pick_sprite.oy = @pick_sprite.width/2 @pick_sprite.x = Graphics.width/2 + CP::LOCKPICK::PICK::X_OFFSET @pick_sprite.y = Graphics.height/2 + CP::LOCKPICK::PICK::Y_OFFSET @pick_sprite.z = 2 @p_rotate = @pick_rotation @pick_sprite.angle = @p_rotate - 90 end ##----- ## Updates the rotation of the pick each frame. ##----- def update_pick_position return if @pick_rotation == @p_rotate and @wobble == @shake @p_rotate = @pick_rotation @shake = @wobble @pick_sprite.angle = @p_rotate - 90 + @shake end ##----- ## Quick thing to make the wait method work I guess. ##----- def update_basic Graphics.update Input.update end ##----- ## Aforementioned wait method. ##----- def wait(dur) for i in 0...dur update_basic end end ##----- ## Method called when lock is picked successfully. ##----- def lock_picked variable = CP::LOCKPICK::SETTINGS::VARIABLE $game_variables[@doorvar] = @door unless @door == nil $game_variables[variable] = 1 update_key_position wait(20) picking_end end ##----- ## Method called when lockpicking is cancelled. ##----- def lock_stopped Sound.play_cancel variable = CP::LOCKPICK::SETTINGS::VARIABLE $game_variables[@doorvar] = @door unless @door == nil $game_variables[variable] = 2 picking_end end ##----- ## Method called when lockpicking is failed. ##----- def no_picks variable = CP::LOCKPICK::SETTINGS::VARIABLE $game_variables[@doorvar] = @door unless @door == nil $game_variables[variable] = 3 picking_end end ##----- ## End method that returns to the map. ##----- def picking_end $scene = Scene_Map.new end ##----- ## Method containing all the key commands and input. ##----- def update_pick_command if Input.trigger?(Input:: ##----- Cancel lock_stopped elsif Input.trigger?(Input::C) ##----- Key turning input @did_turn = true if @haspicks lsnd = CP::LOCKPICK::SETTINGS::LOCK_SOUND lvol = CP::LOCKPICK::SETTINGS::LOCK_VOLUME lpit = CP::LOCKPICK::SETTINGS::LOCK_PITCH Audio.se_play("Audio/SE/" + lsnd, lvol, lpit) else no_picks end elsif Input.press?(Input::C) and @did_turn unless @key_rotation > @max_turn - 2 @key_rotation += 2 else pick_dura end if @key_rotation == 90 lsnd = CP::LOCKPICK::SETTINGS::UNLOCK_SOUND lvol = CP::LOCKPICK::SETTINGS::UNLOCK_VOLUME lpit = CP::LOCKPICK::SETTINGS::UNLOCK_PITCH Audio.se_play("Audio/SE/" + lsnd, lvol, lpit) lock_picked end else ##----- Lockpick movement below @wobble = 0 unless @wobble == 0 @key_rotation -= 2 unless @key_rotation == 0 @key_rotation = 0 if @key_rotation < 0 if Input.press?(Input::RIGHT) @pick_rotation += 2 unless @pick_rotation == 180 key_math elsif Input.press?(Input::LEFT) @pick_rotation -= 2 unless @pick_rotation == 0 key_math end end end ##----- ## Calculates the math allowing the key to turn. ##----- def key_math if ((@zone-4)..(@zone+4)) === @pick_rotation @max_turn = 90 else check_spot = @pick_rotation - @zone check_spot *= -1 if check_spot < 0 check_spot -= 4 check_spot *= @diffi @max_turn = 90 - check_spot @max_turn = 0 if @max_turn < 0 end end ##----- ## Checks the pick's durability with each step. ##----- def pick_dura @wobble = rand(5) - 2 if @door != nil @door -= @diffi snap_pick if @door < 1 and @door > -100 elsif $game_switches[CP::LOCKPICK::SETTINGS::BREAK_PICK_SWITCH] gpicknum = CP::LOCKPICK::SETTINGS::G_PICK_ITEM usegp = CP::LOCKPICK::SETTINGS::USE_G_PICK unless $game_party.has_item?($data_items[gpicknum]) and usegp @durability -= @diffi snap_pick if @durability < 1 end end end ##----- ## Snaps the pick if durability is 0 or lower. ##----- def snap_pick lsnd = CP::LOCKPICK::SETTINGS::BREAK_SOUND lvol = CP::LOCKPICK::SETTINGS::BREAK_VOLUME lpit = CP::LOCKPICK::SETTINGS::BREAK_PITCH Audio.se_play("Audio/SE/" + lsnd, lvol, lpit) for i in 0...5 @pick_sprite.y += 3 update_basic end wait(10) unless @door == nil @door = -1 if @door < 1 return no_picks end change_pick end ##----- ## Removes a pick and prepares to change it. ##----- def change_pick itemnum = CP::LOCKPICK::SETTINGS::PICK_ITEM $game_party.lose_item($data_items[itemnum], 1) @picks_window.refresh if CP::LOCKPICK::SETTINGS::SHOW_REMAINING unless $game_party.has_item?($data_items[itemnum]) and @door != -1 no_picks else new_pick end end ##----- ## Places a new pick if one is present. ##----- def new_pick @key_rotation = 0 @pick_rotation = 90 @wobble = 0 @durability = CP::LOCKPICK::SETTINGS::DURABILITY @pick_sprite.dispose create_pick update_key_position wait(10) end end class Scene_Title < Scene_Base alias cp_lp_create_game_objects create_game_objects unless $@ def create_game_objects cp_lp_create_game_objects onoroff = CP::LOCKPICK::SETTINGS::BREAK_PICKS $game_switches[CP::LOCKPICK::SETTINGS::BREAK_PICK_SWITCH] = onoroff end end ##----------------------------------------------------------------------------## ## END OF SCRIPT ## ##----------------------------------------------------------------------------##
  4. I've come up with a fairly simple common event for two of the games I'm working on that is a basic lockpicking system. I was wondering if there was anyone who would be interested in converting it from the common event into a script. I have already seen the couple of lockpicking scripts that are floating about and they feel too much like Skyrim, and I really don't like that lockpicking system at all (which is even more annoying as my main character is a thief/archer in Skyrim) The event functions perfectly, I just would find it quite a bit more handy being able to port it between games without having to designate the same or new variables every time as some variables are referred to 30+ times throughout the event. There could be payment involved, I have a couple bucks chilling in my Paypal, I also have a handful of random games unredeemed from Humble Bundles. Aaaanyways, heres an image of a decent chunk of the common event, the bit thats above the picture is just setting variables to 0, asking what tumbler you'd like to pick (set up the event for 4 but would like the chance to choose less or more) and then rolling 1d100 + lockpicking skill.
×