Lani's Locks and Keys

Discussion in 'RGSS Scripts (RMXP)' started by DerVVulfman, May 14, 2019.

  1. DerVVulfman

    DerVVulfman Resident Werewolf Veteran

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    [​IMG]
    Version: 1.0



    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
    • Eliminate the need for Item Database Keys
    • Use script commands to turn on switches to open simulated doors
    • Package includes combination locks
    • Package includes keypad lock systems



    Screenshots
    [​IMG]
    Shot of a keypad in use



    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.


    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.
     
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  2. BlueMage

    BlueMage Slime Lv99 Veteran

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    Nice! This system will fit horror games very well = D
     
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  3. DerVVulfman

    DerVVulfman Resident Werewolf Veteran

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    I think the only problem people will have will be with combination locks. You know... how you have to spin the dial like two times before you try to set the first number and all that. I made it work like an actual combination lock that way.

    But if you played through and got to the final lock (the combination lock), listen to the clicks as you spin the dial. There is a subtle volume change 'configured' into this lock for when a number is reached. Yes, you can do that.
     
    Last edited: May 16, 2019
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  4. yamina-chan

    yamina-chan Villager Member

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    Heh.
    I wonder what could have given you that idea. ;)

    What I love most about this really is the fact that you went out of your way to provide multible diffrent systems all at once =D
    That work with each other or seperately, if a player only needs one.
    It's very convinient ^^
     
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