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Lockpicking Tutorial
This is my first tutorial, and i've just implemented this system in my game and it works quite well.
I've mirrored quite a few of the attributes from Fallout 3, but the one i'd like to explain is the Lockpick skill.
It's really easy to make a simple Lockpick skill, all you need is one variable!
Set up your variable - call it something like Lockpick so it's easy to remember. Make sure it's set at 0 at the beginning of the game (I think that's the default anyway).
Now, all you need to do is use conditional branches! For example, you want to pick a door's lock - mirroring the Fallout 3 system you can change the 'difficulty' of each lock, by setting the 'Lockpick' variable range from, say, 1 to 100. The event at the door should be set up like this -
PAGE 1
@>Text:
'This door is locked.'
@>Text:
'Attempt to pick the lock?'
@>Show Choices: Yes,No
: When [Yes]
@>Conditional branch Variable[Lockpick] > = 10
@>Text:
'You've unlocked the door!'
@>Control Self Switch: A = ON
Else
@>:
'Your lockpick skill is not high enough to open this door.'
PAGE 2
Set the conditions on the top left as Self Switch A = ON, and simply paste your transfer event onto this page!
You can use this with chests as well. Also, you can set up events to 'upgrade' your lockpick skill, for example, you could place magazine items throughout your maps and when examined, they increase your lockpick skill by 1! It's pretty easy to expand this, this is just the bare bones of the idea.
Note - the example above would be used for an 'Easy' door - you just need to change the variable number in the conditional branch to change the difficulty.
Hope this makes sense!
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Details
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Tutorial:
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Lockpicking Tutorial |
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Date Listed:
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Fri, 17 Jul 2009 10:32:06 -0400 |
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Author:
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markusm15
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Total Hits:
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2926 |
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