Hope it helps someone.Īnd thank you Tidloc for this awesome script. Long to figure out, but I can elaborate more with screenshots if anyone is actually interested. I fixed this with some self switches that didnt take too I also ran into problems with the minigame popping up even after I had successfully opened it, and at that point, even failing to pick it would open the door. I personally wasnt able to get it to check if lockpicks were in my inventory, so I just gave my 'hero' an 'unbreakable pick' and made sure to have every locked door had a switch condition = 'pick owned' so he couldnt pick it before
After trial and error, I found that in Line 105 in the Lockpicking script, Start_pick = 131 worked for me. In my game, I was using Yanfly scripts, and the back.png and pin.png pictures did not line up right in the minigame. png files from Tidloc's demo are in a folder in this directory: Your_project/Graphics/Pictures/Games/LockPick/ and put em there.ģ. Make sure at Line 95 in Tidloc's Lockpicking script you have changed the number for "Result_switch" to whatever number switch you have created for "minigame won".Ģ. I was messing with it for a while before getting it to work, so maybe I can save someone else some time.ġ. I just wanted to add my two cents, seeing as I'll be using this script (very grateful).
I'm always open to suggestions or ideas, so feel free to contact me or write an answer =))
as soon as all pins are arrested, the lock is considered opened Q: I found a bug or have a suggestion, how ca I contact you?Ī: please look into my signature, there you'll always find the most recent contact information!Ī: You have to press :C when the pin is as far up as it goes to arrest it. But also: if anyone is willing to improve upon the graphics that would be greatly appreciated! Anyway, if you use them, please credit Victor Maker for them.
It is the first engine in the series to use JavaScript instead of Ruby, with the addition of plugins. 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). Released by Degica on October 23, 2015, RPG Maker MV includes a large number of changes over previous versions, having multiplatform support, side-view battles, and high resolution features.
All instructions of how to setup this script is in the top of the script. Preorders are available and there is also a browser demo on RPG Maker Web.Paste it of course above main, below all standart-scripts and my Header.
However to export to DMG/IOS you need a Mac because of Apple's terms.
This means old resources can be used in MV without being converted by 1.5x their original size. However, another RPG Maker Web staff member has confirmed plugins can be used to change this to 32x32, 16x16 or any other size. For example, character sprites are now 48x48.