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FyxInput conflict with lockpick event

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: FyxInput conflict with lockpick event
  • Original author: djbeardo
  • Original date: May 21, 2017
  • Source thread: https://forums.rpgmakerweb.com/threads/fyxinput-conflict-with-lockpick-event.78896/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Hey all! I am currently using a Battle QTE Event script (details here) and I like it okay. Mostly, it's compliant with Battle Symphony, so I'm using it. But I've been trying to get a lockpicking event/minigame set up (like skyrim). Someone made one for MV and it's pretty cool, so I reached out to him and he gave me the details to move it over to VXAce (check it out here). I was able to get it to work without the Battle QTE Event script, but when I add...

Archived First Post

Hey all!
I am currently using a Battle QTE Event script (details here) and I like it okay. Mostly, it's compliant with Battle Symphony, so I'm using it.
But I've been trying to get a lockpicking event/minigame set up (like skyrim). Someone made one for MV and it's pretty cool, so I reached out to him and he gave me the details to move it over to VXAce (check it out here). I was able to get it to work without the Battle QTE Event script, but when I add in the script, it breaks. I actually think it's not the QTE script itself, but the FyxInput script that it needs. And by "break" I mean that the graphic shows up, but pushing left and right on the keyboard does not rotate the lockpick like it should.

Can anyone help me? FyxInput is very complex and I don't quite understand how it could be affecting things. I've made a demo in VXAce to help. Download the zip.

Thanks!

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