OpenChest XP
by Kyonides
Introduction
Did you ever wanted to configure your chests the easiest way possible?
Now you can do that at any time!
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And how exactly does that work?
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Well guys, you simply need to create your event and turn on a single game switch and start adding gold, items, weapons or armors at will.
The script will turn off the switch before exiting the scene.
Open an OpenChest Scene
Code:
$scene = OpenChest::Scene.new(ChestID)
OpenChest.open(ChestID)
Open an OpenChest Scene - Flag the Player as a Thief
Code:
$scene = OpenChest::Scene.new(ChestID, true)
OpenChest.open(ChestID, true)
Terms & Conditions
Free for use in any game.
Due credit is mandatory.
I would appreciate if you send me a copy of your game.
That's it!
Upon an attempt to open the chest after the introduction dialogue, I received an error:
Script ' ' line 4: NameError occurred.
uninitialized constant Input::A
You have a script under Open Chest with no name attached. I take it that it was leftover. Because erasing it solved the issue, and it will work fine then.
Interesting, Using left/right arrow keys to switch between chest and party goods. and you can put items in the chest. The transition of the two windows was pretty smooth too. I have reservations that you cannot control how many of "X" you can remove/return to a chest. But not bad.
(07-18-2023, 12:40 AM)DerVVulfman Wrote: [ -> ]You have a script under Open Chest with no name attached. I take it that it was leftover. Because erasing it solved the issue, and it will work fine then.
Sorry about that.
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I had to remove some HiddenChest test code to make sure it moved as fast as i expected. (And it also let me take snapshots in a flash...) It's not needed for vanilla RMXP users at all. It's found in an empty script slot.
I have uploaded a new demo to address that very same
bug in particular.
Important Announcement!
From now on, you can fiddle with my script on both RMXP and RMVX engines!
Besides publishing it for VX, the script now lets you flag a chest as "stealable" by the player. Once the party puts stuff in their pockets, they won't be able to get rid of the local map's
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stolen chest goods alert. As of now its nothing but a silent alert.
That doesn't mean you can't use some special script call to test if the party had stolen anything anywhere or from the current map's chests.
Code:
$game_system.chests_stolen?
$game_system.chests_stolen_here?
They are ideal for conditional branches, don't you think?
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The Script Has Gained Some XP!
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Actually, that just means that the RMXP port has been upgraded. This time it brings an useful feature requested by a furry forumer, namely the input window!
And yes, you can
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grab gold either from your pockets or the chest itself.
VX and ACE Are Following XP's Footsteps Very Closely!
Now the RMVX and RMVX ACE ports have been upgraded as well, including the same new features the RMXP version has.
OpenChest Has Been Improved!
Now version
1.2.0 offers you more options to customize your favorite chest menu!
The Title submodule includes a couple of Constants to allow you change the menu's title font.
You can now count on your
Snag All button as well.
And now the Label event command has a brand new use: it lets you name your beloved chest!
Version 1.2.1 is OUT! 
What makes this
teeny version particularly interesting for people like some resident
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Wulfo is that it FINALLY allows the game developer to replace the default black box with a custom
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backdrop picture.
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Go look for the BACKDROP_TYPE and BACKDROP_NAME Constants found inside the Title module.
This new feature is available on all of the RGSS based engines!
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Nope, I won't provide you with any custom backdrop this time.
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Just be
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creative, guys!