Lani's Locks and Keys - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Lani's Locks and Keys (/thread-7479.html) |
Lani's Locks and Keys - DerVVulfman - 05-14-2019 Version: 1.2 Introduction Lani's Locks and Keyrings allows you to create a locking system for doors, chests, and other items that require keys. It does this by creating scripted values rather than having to create actual door-key items in the Item database. Lani's Combo Locks allows you to require the player to dial a proper combination into a spinning lock. And Lani's Keypads allows you to require the player to enter a proper password or command code into a keypad to gain access to the same said doors, chests or other items. All three systems uses script commands to trigger switches or event self-switches so doors or chests may be opened. Features
Screenshots Shot of a keypad in use Video (Opening the Combination Lock) -no audio- Demo (Open Sesame) Instructions Three systems, three sets of instructions in the demo. And the configuration sections have plenty of notes. Author's Notes This package has the features where you can add a variety of locking systems. However, it is up to you, the game developer, to implement them. So if you wish to work this system with an accompanying lockpick script, it is up to you to do it. I recognize that one can make a safe door with the combination lock system, and some safes use a combination of both dial lock and separate key. This option is not within the combination lock system, and will not be updated for inclusion. I leave that to end-users to add it themselves for their own project. There are plenty of notes throughout the scripts to act as a guide. Credits and Thanks Thanks to Kyonides-Arkanthes (or kyonides at Save-Point.Org) for pointing out to problematic areas that detected skeleton keys. Compatibility Designed for work with RPGMaker XP. And plenty of work to alias any additional content related to 'keys' within the item menu. Terms and Conditions Free for use, even in commercial products. Only due credit is required. That includes credit for Kyonides-Arkanthes as well as my own. RE: Lani's Locks and Keys - yamina-chan - 05-14-2019 Always love me a Demo that comes with a bit of story :D That opening made me laugh, heh. And this is a really, really cool system! I did run into a couple issues, though XD' For one, who's this guy? Content Hidden And the final battle kicked my ass. Multible times lol. Got to see the gameover more than once, heh. That in itself is not an issue. When it came to picking the final lock however I ran into the problem that I could not figure out how to get the system to accept any numbers. The basic confirmation key did not work and just threw error sounds at me, regardless of what number I was on. And with saving dissabled I couldn't just check the instructions either. And I really did not want to do the battle again, haha. So I left the room, hoping I could save somewhere else, which I could not. So back in I went and...uh... Content Hidden Back in the game I again tried every single key on my keyboard and various options of confirming first and going back and forth between all numbers and... nothing. So I had to close it without ever discovering the answer or being able to open the last lock, haha. The key-pad worked like a charm however, and I love the special key menu ^^b RE: Lani's Locks and Keys - DerVVulfman - 05-15-2019 Who is this guy? There's always someone screwing it up. SETTING 'DIRECTION FIX NOW!' Leave it to you to find map glitches, you beta-tester you. Regarding the sudden weirdness of exiting/returning to the cave... I'm taking it out. Sorry. HOWEVER, if a dynamic maps script (like the one I revised) would prevent that weirdness caused by 'moved/relocated events't from happening. RE: Lani's Locks and Keys - yamina-chan - 05-15-2019 "Like any combination lock, you must first spin the dial (counter clockwise) past 0 (zero) at least twice before stopping at your first digit (that being 36)." Now that's the part I didn't find when I was looking up the instructions! That would be why I couldn't figure this out haha. (Still can't get any numbers to hold. XD I'm aparently not very good at this type of lock picking haha.) RE: Lani's Locks and Keys - DerVVulfman - 05-15-2019 Well, the first post now has a download linkie showing the combination lock being opened (no audio). BTW, did you check out the books? RE: Lani's Locks and Keys - yamina-chan - 05-16-2019 Of course I did, haha. I couldn't decide if I should face palm or laugh at the Dye Hard one, which was the first one I opened, heh. I'm looking at the video and that is what I did. I can hear the softer click too, but... riddle me this, what button on the keyboard do I need to press to confirm that one number into the slot? lol Because I've tried every single one and get one of three results: 1 - Nothing happens 2 - I get a fail sound and no numbers are added 3 - I close the lock menu. Content Hidden RE: Lani's Locks and Keys - DerVVulfman - 05-16-2019 No buttons. You just turn the dial. Well, the only buttons you press are [CANCEL] when you want to escape, or [SELECT] when you think you have the combination. Just like a normal combination lock in real life, this one confirms your selections when you reverse the direction of the dial. You just have to ensure you spin it all the way around as you would a real combination lock. EDIT: Watches video. Yeah, after you stopped at '36', just start spinning the dial the other way. And make sure you give it a full spin past the 36. I could almost see Lani kicking the chest in frustration.... and I could sprite that too. RE: Lani's Locks and Keys - yamina-chan - 05-16-2019 I stand by it, that lock is too smart for me, heh. But now that I know that I don't need to push buttons to accept the numbers before I move on to the next number I was actually able to open it Xb (Also that ending looks familiar ) But yes, works like a charm - if you know what to do, haha. RE: Lani's Locks and Keys - kyonides - 11-07-2019 While running the demo on HiddenChest, it threw the following warnings: 095:Lani's Locks and Keyrings:508: warning: found `= literal' in conditional, should be == 095:Lani's Locks and Keyrings:790: warning: found `= literal' in conditional, should be == 098: Lani's Keypads Engine:976: warning: found `= literal' in conditional, should be == The methods involved in this buggy case are here just in case you want to take a look at them... Code: def test_keys(lock_id) Code: def loop_locks(key) Code: def loop_keypads(keycard) =_= You've stolen my drama's plot! Well, the main issue here is that there's no proof that your demo's story is based on facts! P.S. But at the end I can't stand THAT character so I don't know whether or not I should even complain here... RE: Lani's Locks and Keys - DerVVulfman - 11-08-2019 BUMP
to Version 1.2 For Lani's Locks and Keys and to Version 1.1 For Lani's Keypads Thanks given to Kyonides-Arkanthes for locating three areas that could cause problems, though not readily apparent with RPGMaker XP in general. Such thanks also requires that his name also be included in the credits for any game using the system. In the meantime, I cleaned up a little of the event code to prevent some goofy visual issues here and there. |