I'm trying to make a thing where someone can pick a lock, but has a chance to
A. Have their lockpick break
Or
B. Have a guard notice them and engage in combat (I might, later on, make a script to actually make the guard arrest them, but that's a whole different can of worms)
So, uh, how do I use variables to do this? I can make it pick a number between 1 and 10, but I can't make that number actually *do* anything except exist
Variables--How do?
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After you have the variable set, you can use a conditional branch to reference that variable and have it do something. For example, you can have the lockpick break if the variable is equal to 1 and then have a second conditional branch that has a guard notice them if the variable is less or equal to 3.

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Ohhhhh! I actually completely forgot that I could reference variables in the conditional branch. I'm quite sorry.After you have the variable set, you can use a conditional branch to reference that variable and have it do something. For example, you can have the lockpick break if the variable is equal to 1 and then have a second conditional branch that has a guard notice them if the variable is less or equal to 3.
By the way, how did you get your thing to look cool? -
It's easy to forget if you don't use them too often. =P No worries.
If you mean the darker layout that's through Tools > Options and choosing Dark for Theme under the UI setting on the right portion of options. -
@l8rose That is only for MV. The OP posted in VX ACE.
@SomnumExterreri There are other options as well.
Here are three lockpicks I have. Two evented, one script
Events
script
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Ah derp. Yeah, not possible to do that with VX Ace. Too much flu meds I think.
Just pulled the screenshot from MV which I have open as I know the conditional branch option is the same between both games. Thanks for pointing that out @Roninator so how I didn't send someone off on a wild goose chase. -
You know, a way that does not have my head hurting would be quite preferable to this tedious, insanely annoying method. Though, once I get this first damn door completed, the rest should be a piece of cake because I'll be able to mostly C/P@l8rose That is only for MV. The OP posted in VX ACE.
@SomnumExterreri There are other options as well.
Here are three lockpicks I have. Two evented, one script
Events
View attachment 85699 View attachment 85700
script
View attachment 85701
Though, I'd love it if you could show me a (PReferable simple!!) method by which I could make it less luck-based and more skill-based.
It would also be beautiful if you could send me a map with the event, so I could C/P the event that makes lockpicking skillbased rather than luckbased. Though, I still want thieves to have an advantage? If you have anything like that, I'd love it. -
I finally fixed it... IT WORKS!
After two and a half hours (I was working on it for an hour before I called here for help) I managed to create a functional lockpicking system. Though I'd still be open to anything that rewards skill more.