+=============================================+ | Complicated Chrono Cross Style Save points | +=============================================+ By Alpha/Omega Productions AKA Robert Hicks AKA DragonFire Cive credit where credit is due, I give this out freely but if you use my code lease just cite me in your game's credits. :-) 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 "AlphaOmega Productions"