Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

 
Reply to this topicStart new topic
> Safe cracking tutorial, if you're going to make a chest, LOCK It.
Alt_Jack
post Aug 2 2010, 09:34 AM
Post #1


Level 19
Group Icon

Group: Revolutionary
Posts: 377
Type: Event Designer
RM Skill: Skilled
Rev Points: 40




This is pretty basic stuff. It makes a safe that needs you to enter a code to get in, or an alarm sounds and guards chase you. I seem to really have this thing with catastrophic events where guards chase you. Weird.

QUOTE
You can just use the right-click create a chest box, then edit it from there.
You need 2 variables: Code and Lock

Control variables: [code] = XXXXX (whatever your code is)
input number [lock] , X digits
conditional branch: variable [lock] = variable [code]
play SE: chest
set move route: this event (wait)
direction fix OFF
turn left
wait 3 frames
turn right
wait 3 frames
control self switch A = ON
change gold (or items, or weapons...whatever)
text: you finded some stuff!
Else:
Text: epic fail. the alarm has gone off.
flash screen (red)
SE (alarm sound, of sorts)
(just repeat the above a bunch of times, so that the screen flashes red a couple of times)
Control switches [chase] = ON (optional. makes guards chase you. This is a bit of a recycle from my HellFIRE event, so if you want it either figure it out yourself, or go there to get it)

branch end
(there's some other stuff that opens the chest, which is why I say use the chest creator)


Like i said, the guard thing is up to you. You can also make it explode. How do you do this? Turns out I made another tutorial about making exploding chests in the VX tutorials section.
Or you can just use a key. But that's cliche' (and thus, boring).

This post has been edited by RzrBladeMontage: Aug 11 2010, 03:49 AM


__________________________

the Alternate Jacks event demo
As well as all of my images in one place, free for use.
Most of my images will be there, since this site takes too long to approve stuff and VX.net has no bulk uploader.
Go to the top of the page
 
+Quote Post
   
ArcticYoshi45
post Jan 26 2011, 04:37 PM
Post #2


Level 1
Group Icon

Group: Member
Posts: 6
Type: Event Designer
RM Skill: Intermediate




You could omit the second variable by simply comparing the first control variable to a constant instead of another variable, i.e. instead of it equaling a variable it would equal 1243 or whatever, and if the number was wrong the siren could go off or something. It would also be easier to reset, as all you'd need to do is simply set the variable as 0, and would save a variable space. Although, with a second variable you could make it dependent on something the player has to do like collect something and how much they collect would involve the code, which would be cool. It's all about the usage, I guess, although I never thought to incorporate this until you pointed it out. Thanks!

An interesting idea; getting a code to open a safe that has a key inside to open another safe. Cliche, yet new. Or something.
Go to the top of the page
 
+Quote Post
   
theBreadSultan
post Jan 26 2011, 06:13 PM
Post #3


Level 16
Group Icon

Group: Banned
Posts: 303
Type: Developer
RM Skill: Beginner




lol i thought this was about actual safe breaking -

which is a lot easier than it looks in the films, but also a lot slower tongue.gif

but may work well in a game (I'll leave the coding up to you)

basically -

you can hear the tumbler positions, but you dont know which order they are in.

so you have #1,#2,#3
but what's the order?

perhaps the player could find clues in the game


__________________________
MEH


Avatar
Go to the top of the page
 
+Quote Post
   
Alt_Jack
post Jan 26 2011, 08:06 PM
Post #4


Level 19
Group Icon

Group: Revolutionary
Posts: 377
Type: Event Designer
RM Skill: Skilled
Rev Points: 40




QUOTE (ArcticYoshi45 @ Jan 26 2011, 05:37 PM) *
You could omit the second variable by simply comparing the first control variable to a constant instead of another variable, i.e. instead of it equaling a variable it would equal 1243 or whatever, and if the number was wrong the siren could go off or something.

That's exactly how it works. tongue.gif
Following your example, it would be [variable: code= 1234], since the combination is 1234. "Code" is the constant; you're just setting it so the game can see if the two match. It's also handy if you have a fancy security system (keycards + codes) and you don't want to set it for each lock. If you want to go that route, go find my HellFIRE event, which gives you a fun way to set a bomb to blow up that carefully-guarded facility... wink.gif

for making a "click: when the tumbler hits a number, just have it add +1 if you press "up" and minus -1 when you press "down" (though I've never had any luck with button press mechanics sweat.gif ). You then have the computer play a SE when a certain number has been reached.


__________________________

the Alternate Jacks event demo
As well as all of my images in one place, free for use.
Most of my images will be there, since this site takes too long to approve stuff and VX.net has no bulk uploader.
Go to the top of the page
 
+Quote Post
   

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 18th May 2013 - 06:52 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker