This guide aims to explain how Psyche Locks work in AAO v6. It will be a comprehensive guide to getting to know and doing psyche locks. This guide assumes you already know how to do a basic investigation. As such, this guide will briefly cover investigation elements relevant to the psyche lock, in a technical sense. This will not cover the writing aspects of the psyche locks. That will be up to you to write a psyche lock sequence, as I call it. As with the v6 Cross Examination guide, it is highly suggested that you have written down a general plan for the psyche lock sequence in a separate Word or txt file.
The files you will need are under these folders:
Psyche Lock sounds
For v5 users, the psyche locks system has been overhauled to make things easier and more intuitive. Instead of a Cross-Examination-like block, it is a whole line of dialogue. This means that you can do more customizing than you could've done on v5. Since the v6 version of Psyche Locks is more intuitive, my v5 version of the guide does not apply here. What I had from v5 is completely rewritten for this guide.
Table of contents (use ctrl-f to quickly jump to the section)
- Preparing for Psyche Locks
- Scripting Psyche Locks
- The Setup Frames
- Basic Scripting: Number of locks = number for correct answers required
- Intermediate Scripting: Number of locks =/= number of correct answers required
- Order of Unlocking Psyche Locks
- Finishing the Psyche Locks Authentically
- Closing out Psyche Locks
- Accounting for "Game Overs"
Before you think about doing the scripting part for the actual psyche locks, you need to set up the psyche locks correctly. First, you want to have three talk conversations about the psyche lock topic. In the official games, Phoenix Wright (or Apollo Justice through MASON) might ask a witness about a certain topic, which happens to be a bit touchy for the witness. The witness will seize up and psyche locks will appear thanks to the green Magatama's powers. There are three talk conversations with the same talk title.
To do the equivalent, make three consecutive talk conversations about the psyche lock topic. The first will trigger the psyche locks for that location. The second conversation will remind the player to unlock the psyche locks. Since AAO v6 does not support the psyche lock icon for talk conversations, you will have to label the conversation with (locked). The third conversation will appear after the player successfully unlocks all the psyche locks. Give the conversation the label (unlocked). This will make it easier to know that's the unlocked psyche lock conversation. You will remove the (unlocked) designation the end when you completely script the psyche locks.
Write out the conversations as normal. For the first psyche lock topic, use the following actions: "reveal psyche locks button", "hide a talk topic" (for the parameter, use the very convo you are typing), and "reveal a talk topic" (for the parameter, use the next of the psyche lock topics). For the second and third psyche lock topics, mark the checkbox for "hide topic at start".
Go to the "settings" tab for dialogue. Click on "add psyche-locks conversation". A new tab for Psyche Locks will appear. Don't go there yet; stay at the settings tab.
The next thing to discuss is how you plan to set up the psyche locks. There are three questions you must answer before continuing:
- How many psyche locks does the player need to unlock?
- How many answers does the player have to get correct to fully unlock psyche locks?
- Is the character in question normal-sized or is the character short, like Young Pearl Fey or Young Cody Hackins?
In normal cases, the number of psyche locks is equal to the number of correct answers required. If this is not the case, don't fret. We will discuss how to handle differing number of psyche locks to answers in the next section. For now, consider the answers to 1 and 3.
Normal psyche locks have up to five locks. In AAO v6, you can have more than 5. However, it will clutter the screen. This guide will only cover up to five locks.
Once you have your answers to questions 1 and 3, go ahead and click on "edit number and position of psyche locks". A customization pop-up menu will appear.
In the psyche locks editor, you will have to click on "add a psyche-lock" to, well, add a psyche lock. There is usually no problem for 1 lock. However, as you go up, you will see that the positions of the psyche locks does not correspond to what is shown in the games. If you don't care about appearances, just click until you have the number of psyche locks, skip the next step and go to the next phase. Otherwise, continue reading.
Side note for those who are lazy and only need 2 locks: To get it to appear correctly, add three locks and then delete the 1st one. This will get rid of the middle lock and leave the locks on the sides. Do the same thing for 4 locks: add five and subtract the 1st.
For those who care about authenticity, you will want to take a look at this ASCII coded chart below. This chart shows you where each psyche lock should go. The horizontal axis (left-right) is the number of locks. The vertical axis (up-down) is the position of the lock. On odd-numbered psyche locks, there is an optional "short" designation for the first lock. This is for short characters, such as Pearl and Cody. You don't want the locks to cover his/her face, do you? Exactly. You may notice that for even number of locks, the short designation is labeled "N/A", as in "Not applicable". This makes sense, as the locks for those are all on the sides, therefore none are on the center axis. The cells use Cartesian coordinates, also known as the "X,Y coordinates". This will make it easy to enter into the menu.
These are all based on an upcoming rewrite to the Psyche Locks code for PyWright that I have written. (Side note: it uses macros, and the overall coding for psyche locks is over 500 lines, and it includes BLACK PSYCHE LOCKS!)
You may notice that the chains for the psyche locks don't look quite right. Do not worry about this for now. I have received confirmation from Unas that he will someday add in the option to "change the angle of the chains" and "hide chains".
Code: Select all
> # of Locks | | | | | |
-------------| 1 | 2 | 3 | 4 | 5 |
v Lock Pos. | | | | | |
-------------------------------------------------------------------------
1 | (128,130) | (63, 103) | (128,130) | (49, 113) | (128,130) |
-------------------------------------------------------------------------
1 (short) | (124,144) | N/A | (128, 29) | N/A | (128, 29) |
-------------------------------------------------------------------------
2 | N/A | (193,103) | (49, 113) | (208,113) | (49, 113) |
-------------------------------------------------------------------------
3 | N/A | N/A | (208,113) | (81,65) | (208,113) |
-------------------------------------------------------------------------
4 | N/A | N/A | N/A | (176, 65) | (81,65) |
-------------------------------------------------------------------------
5 | N/A | N/A | N/A | N/A | (176, 65) |
-------------------------------------------------------------------------
There are four topics for this phase:
- The Setup Frames
- Basic Scripting: Number of locks = number for correct answers required
- Intermediate Scripting: Number of locks =/= number of correct answers required
- Order of Unlocking Psyche Locks
Before we get to the question on what to do for uneven number of locks to answers, let's start by scripting the, well, psyche-lock setup. These first set of frames lets the player GET READY FOR THE NEXT PSYCHE LOCKS BATTLE! As a precaution, make sure those frames don't have the checkbox checked for "hide previously shown characters".
There are two main methods of setting up the frames for Psyche Locks. The method written in 2014 and the method written in 2020. The main difference is that the method written in 2020 takes advantage of the fade feature of the engine that was not present in 2014. However, the 2020 method uses up more frames. The 2014 method uses less frames, but requires you to import an additional asset. If your psyche locks scene originated in the Detention Center, you need to use the 2014 method. If you try to use the 2020 method in Detention Center, you will find out that there are no fades for foreground objects, which Detention Center (behind) has.
For the third frame (2014 method) or fourth frame (2020 method), you should use the action "Animate Psyche Locks". Now, the sound AND wait timer will depend on the amount of locks you have set. (The answer to question 1, basically.) Use the following list to get the sound and timing correct:
- 1 lock, 3600-3900 ms wait
- 2 locks, 4100-4300 ms wait
- 3 locks, 4500-4700 ms wait
- 4 locks, 4800-5200 ms wait
- 5 locks, 5100-5600 ms wait
Code: Select all
[#/colour: orange]-- Title of Psyche Locks[/#]
or
[#/colour: #f77339]-- Title of Psyche Locks --[/#]
Side note: In order to use the color tag, yes, you must use the British spelling. If you opt for a color name, make sure it is a recognized X11 color name (no spaces in the name, it's all one word per color). Otherwise, you will have to use the hexadecimal color code (the bottom code).
Now you are ready to script for real.
Basic Scripting: Number of locks = number for correct answers required
If the answers to questions 1 and 2 are the same, keep reading. If not... keep reading this topic. Most of what is covered here will apply to the next topic.
The Psyche Locks system is based on a conversation line. Whereas in v5 it was based on the Cross-Examination structure, the conversation line, as I call it, allows for plenty of flexibility. The good improvement about v6 is that it allows any type of prompt. All prompts in psyche locks will have a back button. The only problem here is that there is no escape conversation when you go back. Do not worry about this. Just focus on the scripting.
Write the conversation as usual. About a couple of frames before the prompt, you may want to use the action "set flashing health points" to give the players a heads-up on what is at risk. The penalties for a wrong answer in psyche locks is usually 24 hp (out of 120, so that's 20%). Right before the actual prompt, set the flashing health points back to 0. You might might be asking "why can't I keep the health flashing"? It relates to the fact that AAO's psyche locks do NOT have a "back out" conversation. So if the player backs out of a psyche locks sequence, the health will be flashing outside of psyche locks. This is the only way to get around that problem.
Script your prompt (answer a question, point to a picture, present evidence). Although you can use any prompt, it's really pointless to punish a player for a wrong answer for multiple choice questions. In the official games, questions that have threats are usually of "present something" or "click something on the picture" nature. No matter what prompt you use, you need to define the success and failure conversations. Before you do that, make sure your prompt is in green text if the character is giving the prompt aloud or blue text if the character is thinking the prompt. For the failure conversation, the first and second frame should have the player's health flashing and then reduced, as in a normal failure conversation. You can then redirect the player back to the question. In v5, only questions in the bar had back buttons, so subsequent questions had to redirect back to the main question.
For the success conversation, you will write it as normal. At the appropriate frame, use the action "break psyche lock", use the sound "Lock Breaks" and have the timer set for 1000-1500 ms. Repeat as necessary until you have exhausted the questions and locks. Go to the last phase if you have a simple psyche lock sequence. Read on if you have a slightly more complicated psyche lock situation.
Intermediate Scripting: Number of locks =/= number of correct answers required
As stated before, the psyche locks system in v6 is very flexible. It can allow you to have multiple locks but not necessarily have the same number of correct answers required to clear Psyche Locks. Let's take a look at two main situations:
Number of psyche locks is less than the number of correct answers required
What this means is that you need more than one correct answer to unlock a psyche lock. Why would you want to do this? Maybe your evidence is not strong enough to break the lock. Or perhaps you have a multiple-choice prompt beforehand. Perhaps, even both. Think of a couple of situations in the official games where this has happened. Hint: They mostly involve young Pearls.
So let's ask the question: What should you do to script this correctly? Remember, a wrong answer to a multiple-choice question should not be penalized. So what should you do if the chain-of-questions starts with a multiple choice, but the person answers the multiple choice incorrectly?
This simply means you have more locks than answers. Why would you want to do that? Perhaps to give an illusion that the secret appears bigger than it really is. Or perhaps because your evidence is so decisive, the facade starts to fall very quickly. There were two memorable instances in the official games where this happened. For the former, think of Sister Bikini's secret in 3-5. For the latter, think of Matt Engarde's secret in 2-4.
You can combine this situation using techniques above (from the answer > locks), because that is usually what happens. Barring the above technique, how can you script this situation? Hint: involves the last correct answer.
Order of Unlocking Psyche Locks
If you do not care about the order in which the psyche locks are supposed to be unlocked, you may skip this step and go to the final stage. If you do care about authenticity, please read on.
Remember when I said that this version of Psyche Locks is flexible? This also extends to the psyche lock shattering sequence. You can define what lock you need to unlock. When you pull up the menu for "break psyche lock", you get a drop down menu. By default, it's Auto. In auto mode, the order of unlocking is this: 5, 4, 3, 2, 1. If you play around, you'll notice this is not the correct order for unlocking psyche locks.
Refer to this list below for the correct order for breaking the locks. There is no option for 1 because... there is only 1 lock.
- Two locks: 1, 2
- Three locks: 2, 3, 1
- Four locks: 1, 2, 3, 4
- Five locks: 2, 3, 4, 5, 1
There are two topics for the final phase:
- Closing out Psyche Locks
- Accounting for "Game Overs"
So, you have scripted out the majority of psyche locks. You have your dialogue, your redirects, your gameplay moments. Now what? You have to end it, that's what! You can't leave the chains hanging, you know. This part is where you get to close out the psyche locks for this location.
As you recall, all you have left is the final lock. First step: make seven new blank frames. We will be doing the frames in this order: 1, 2, 3, 4, 5, 7, 6. You might be wondering why not "6, 7". Well, first we need to take care of finishing the actual psyche locks. The sixth frame will be used to account for... mishaps your players might encounter. The sixth frame will be used in the next topic.
The first frame should have the following setup:
- Background: black
- Character: Same as before, with the pose however you want.
- In the "wait for" box, give it a 1500 ms pause.
- Textbox: Use the shake tag [#sb]. This simulates the chains "pixelating".
- Background: black
- Character: Same as before, with the pose however you want.
- Sound: Depends on the number of locks. Refer to the file name.
- In the "wait for" box, give it a 1500 ms pause.
- Action: hide psyche locks.
- Background: Does not matter for now. It is suggested you have the background for the scene.
- Character: Same as before, with the same before.
- Popup: A white screen. This is NOT one of the default popups, so you will have to upload it to a website that allows hotlinking (imgur, sadpanda, photobucket), and then load it into the Editor.
- In the "wait for" box, put a 1000-2000 ms timer.
The fourth frame should bet set like this:
- Background: the background for the scene in question
- Character: same as before
- Popup: Unlock Successful
- Sound: Full Testimony
- Action: Increase player's health by 60.
- Merge with next frame.
The 7th frame (the final frame) should have the following:
- Background: for the scene in question.
- Character: same as before
- Music: The music for this scene.
- Wait for: 10 ms
Now go back to the success conversation for the final lock (or locks). Somewhere in those frames, use the following actions:
- Hide a talk topic: This location's designated (locked) conversation.
- Reveal a talk topic: The third psyche lock topic, which is designated (unlocked).
Accounting for "Game Overs"
You may not have noticed, but you don't have a situation for what happens when your player... is having a difficult time with Psyche Locks. It will be likely that the player will try to "brute force" the locks when Psyche Locks, in general, don't work that way. And what happens when the player runs out of health? HE DIES!
Actually, he doesn't die. In the original games, a disembodied voice (actually, little Pearly), tells PW to take a rest before he shatters his soul. But his soul never shatter. He gets restored to 1 HP.
First step: Go to the beginning of Psyche Locks and somewhere in the beginning segments, use the action "Set "Game Over" redirection. You will redirect to the 2nd to last frame of this Psyche Locks. (The 6th frame from the previous topic).
Second step: insert more frames between the last two frames.
Third step: Write your conversation telling your player-character to give it a rest. You should leave 3 blank frames at the end of that conversation. We will be using those three frames to hide the activity so that the player can't see what's going on. You can now erase that note.
Fourth step: You have your three blank frames. You will do most of the work in the first blank frame.
Set up the first blank frame as follows:
- Background: doesn't matter. Black or location's background will do.
- Character: Not necessary.
- Popup: a black screen. No seriously. This will "hide" stuff underneath. It is NOT in the default popups. You will have to upload it to a site that allows hotlinking, and then load it into the Editor.
- Textbox: Pause tag [#p200]
- Action: "break psyche locks". Add locks until you have the number of locks required for this Psyche Lock Mode. The function for this is to clear the screen of locks. You can never tell if the player needs to unlock just one more or all of them and failed.
- Merge with the next blank frame.
- Action: hide psyche locks
- Textbox: Pause tag [#p500]
- Merge with next frame
- Action: Increase player's health points by 1.2 or 1. This represents the lone HP the player gets when reattempting this Psyche Locks Mode.
- Wait for: 7000 ms. This is the combined time of the pause tags.
I hope this guide was helpful. The psyche lock feature is a complicated feature to incorporate successfully in a case. It's even harder to incorporate authentically. This guide should help you program psyche locks into your game. If there are any comments or questions, post below.