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Complicated Chrono Cross Style Save points Rpg Maker 2000

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Rep: +0/-0Level 75
I Love Pieeeee
In this tutorial I'm gonna cover how to make ultra-cool save points that
behave even
cooler than the ones in Chrono Cross. These save points change picture when
you step
on 'em, goto the save menu when you press the action button on 'em and
enable save
in the menu but disable it when you step off them. BE WARNED: THESE ARE VERY
COOL
BUT HARD TO DO. That's why I'm gonna tell you exactly what to do.

What you need:
RM2K (obviously)
knowlege of the set password system, the fork conditions system, and
variables.
two "spiffy" save point graphics, one for inactive, one for while you stand
on it.
time

Create an event, call it save point. Believe it or not this does it all in
one page.
its start conditions should be set to on hero touch, its graphic should be
the inactive
carapic you made and it should stay still unless you want a moving save
point.
And set its position to over hero, that's just to accomodate the avtive
graphic. (later)
Then create a variable for the set password, call it "save point cmd".
If you want the save point only to appear when a switch or variable is on
then add those
conditions now.

Here's a breakdown of the code:

<>Play SE: (a plesant chime or something)
<>Move Event: This Event, Change Graphic(active graphic)
<>Enable Save

This just plays the tone and "activates" the save point, enabling you to
save from the menu.
Next comes the hard part, disabling the save point.

<>CYCLE
<>Enter Password:[save point cmd] (or whatever) (make sure all the boxes
are checked)

<>Fork Conditions:[save point cmd]=1
<>Move Event: this event, cahnge graphic(inactive pic)
<>Disable Save
<>Play SE (a sound for it turning off)
<>BREAK cycle
:END case

Copy that fork conditions three times so you have four of them and change
the conditions so
each one covers 1,2,3 or 4. I'll have the whole code at the end if you're
confused.

Now for the press the action button call the save menu
<>Fork Conditions:[save point cmd]=5
<>Call Save Menu
:END case

Next we make it so you can call the menu, because the password thing tends
to diable it
<>Fork Conditions:[save point cmd]=6
<>Call System Menu
:END case

<>END Cycle

Done. See, That was painless.

Now here's what it should look like if you did it right.

<>Play SE: (a plesant chime or something)
<>Move Event: This Event, Change Graphic(active graphic)
<>Enable Save
<>CYCLE
<>Enter Password:[save point cmd]
<>Fork Conditions:[save point cmd]=1
<>Move Event: this event, cahnge graphic(inactive pic)
<>Disable Save
<>Play SE (a sound for it turning off)
<>BREAK cycle
:END case
<>Fork Conditions:[save point cmd]=2
<>Move Event: this event, cahnge graphic(inactive pic)
<>Disable Save
<>Play SE (a sound for it turning off)
<>BREAK cycle
:END case
<>Fork Conditions:[save point cmd]=3
<>Move Event: this event, cahnge graphic(inactive pic)
<>Disable Save
<>Play SE (a sound for it turning off)
<>BREAK cycle
:END case
<>Fork Conditions:[save point cmd]=4
<>Move Event: this event, cahnge graphic(inactive pic)
<>Disable Save
<>Play SE (a sound for it turning off)
<>BREAK cycle
:END case
<>Fork Conditions:[save point cmd]=5
<>Call Save Menu
:END case
<>Fork Conditions:[save point cmd]=6
<>Call System Menu
:END case

<>END Cycle