Ritournelle & Sottine — Lockpicking (MV/Plugin)

Official plugin video

License

use in your RPG Maker MV projects, including commercial games you sell. Credit to the original author, Erophenice, is mandatory in your game’s credits. Reselling the plugin itself (the .js file, as a standalone product) is strictly prohibited. Modifying the plugin’s code and redistributing it as your own work (rebranding, removing credit) is strictly prohibited. A mouse-controlled lockpicking mini-game, ready to drop into your project. No endless tutorial, no bloated setup: call one script line, the player picks the lock, done.

What it actually does:

Mouse-driven lockpicking: the player moves the mouse to turn the pick, left click to test a pin, right click to give up. Smooth movement, with adjustable smoothing if you want it snappier or softer.

4 ready-made difficulty levels: pin count, tolerance, max attempts, time limit, all configurable per level (example: a simple 3-pin lock for a cabin door, a reinforced 6-pin lock for the boss chest).

100% procedural rendering by default: you don’t need to provide any image at all, the plugin draws the lock, the pick, the tension tool and the pins itself. Zero assets to prepare if you’re in a rush.

Or use your own images if you want to customize: swap the lock, the pick, the tension tool, the pins with your own PNGs. Your image just needs a real transparent background (actual alpha channel), otherwise you’ll end up with an ugly flat white block instead of your artwork. With real transparency, the plugin automatically crops and resizes it to fit, whatever the source format.

Real-time dynamic sounds: a scratching sound when the pick gets near the right spot, a buzzer on failure, a bell on unlock. Gives real tactile feedback, Skyrim/Fallout style.

Real background behind the lock: the mini-game captures and blurs the map around the event that triggered it, not a generic black background, the player stays immersed in the scene.

Failure shake, plus a configurable attempt limit.

One single, universal command: LockpickingRS.start(level, switchId) as a Script Call, straight from any event. If you want to grant a reward (give an item, open a door, teleport the player, or anything else), it is simple: in the Script Call, specify the difficulty level followed by your switch ID. The plugin automatically detects when the player wins and turns the selected switch ON. If the player fails, the switch remains OFF. In your event, simply create a condition or a second page based on this enabled switch to give your reward, execute the teleportation, or change the object’s graphic.

Typical use case: a level 3 locked chest in a dungeon, you put LockpickingRS.start(3, 12) as a Script Call on the chest event. The player zooms in and picks the lock in real time. Upon success, the plugin turns Switch #12 ON: page 2 of your event activates to open the chest and deliver the loot. Upon failure, the switch stays OFF and the chest remains locked.

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