***** ]Uses of the Set Password function.[ ***** ]Contents[ 1. What it does 2. Uses -Minigames -Battle Sys -Movement Type 3. Disclaimer 4. Credits 5. Uh.. Nothing. ***** 1- WHAT IT DOES Most of you fellow RPG Makers are probably wondering, 'What does the Set Password function actually do?'. Well, first i'll explain the keys of RPGMaker2k. There's the 4 movement keys (up down left right) the menu key (esc) and the accept key (enter). Now, what the set password funcion does, is tells the game that when they hit THIS KEY, that it does THIS THING instead of THAT THING. In other words, if you set the Set Password function to be ON when the Esc key is hit, then it would do the following commands, instead of bringing up a menu. Are you understanding this? If not, don't read the FAQ any further. It only gets more complicated. The Set Password (to put it simply) creates Hotkeys for your game. Its as simple as that. Now, you can also use the "Set PW Variable" thingy, which sets the hotkey pressed into a variable. The following keys have these values: Up- 1 Right- 2 Left- 3 Down- 4 Enter- 5 Esc- 6 When they are stored into a variable, this is the value they will contain. Understand? Then let's move on, shall we? ***** 2- USES ** -- MINIGAMES This function could allow you to make all kinds of minigames. For example, if you wanted to create a minigame similar to the 'Mimic' game on Chrono Trigger, then you'd do something like this.. (Statements with a ; are not event commands, just little side notes) --FIRST EVENT-- [Common Event] ;A common event is an event in the Database Menu ;Be sure to turn this switch on. STOP ALL MOVEMENT SET PASSWORD: Direction(1,2,3,4) VARIABLE: MGDirection FORK CONDTION: MGDirection = 1 { ;Fork Condition Will be referred to as FC from now on. FC: Variable NPCDirection = 1 { SE: Ding Message: Alright! Set Variable: NPCDirection = 0 } Excepting Case { SE: Buzzer Message: Wrong! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } } FC: MGDirection = 2 { FC: Variable NPCDirection = 2 { SE: Ding Message: Alright! Set Variable: NPCDirection = 0 } Excepting Case { SE: Buzzer Message: Wrong! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } } FC: MGDirection = 3 { FC: Variable NPCDirection = 3 { SE: Ding Message: Alright! Set Variable: NPCDirection = 0 } Excepting Case { SE: Buzzer Message: Wrong! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } } FC: MGDirection = 4 { FC: Variable NPCDirection = 4 { SE: Ding Message: Alright! Set Variable: NPCDirection = 0 } Excepting Case { SE: Buzzer Message: Wrong! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } } --SECOND EVENT-- [Event On Map] Set Variable: NPCDirection -> Random[1-4] ;This means to do the 'Set Range' function within the Set Variable command. FC: NPCDirection = 1 { Move Chara- This Event: Face Up, Wait, Wait, Wait, Wait, Wait, Wait Wait: 60x.1 ;Changing the Wait commands will change how long the player has to mimic the clone. SE: Buzzer Message: Too Slow! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } FC: NPCDirection = 2 { Move Chara- This Event: Face Right, Wait, Wait, Wait, Wait, Wait, Wait Wait: 60x.1 SE: Buzzer Message: Too Slow! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } FC: NPCDirection = 3 { Move Chara- This Event: Face Left, Wait, Wait, Wait, Wait, Wait, Wait Wait: 60x.1 SE: Buzzer Message: Too Slow! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } FC: NPCDirection = 4 { Move Chara- This Event: Face Down, Wait, Wait, Wait, Wait, Wait, Wait Wait: 60x.1 SE: Buzzer Message: Too Slow! Set Variable: NPCDirection = 0 Change Switch MiniGame OFF } And there you have it! Here's a little refrence for ya.. Switch: MiniGame - This is the switch that turns on the game. You'll have to turn it on in a different event. Variable: MGDirection - This is the direction the player is facing. Variable: NPCDirection - This is the direction the NPC, or the Clone is facing. ** --BATTLESYS You can also use the Set Password function to create a Zelda-style battle system! It has been done! Here is a basic using of what you should do. First, make a blank event called 'Sword' on each map. Next, create a WEAPON item, and name it after the weapon you're making (I'll use SWORD for this one). Then, make a Common Event and make it Paralell Process. Then make 2 fork conditions, both inside of each other: If Hero is in Party { If Hero equips SWORD { ..... } } Then, put this where the dots are: Set Password: Accept Key Set Variable: HeroX- Hero Position X Set Variable: HeroY- Hero Position Y ;This memorizes the position of the hero. If Hero is facing Up { Set Variable: SwordX- HeroX Set Variable: SwordY- HeroY - 1 Set event place 'Sword': X- SwordX. Y- SwordY. Set Chara Movement: 'Sword': ChangeGFX- Sword.png ;The graphic doesnt matter. Set Switch: Sword Swipe -> ON Wait 10x.1 Set Switch: Sword Swipe -> OFF } ;You'd repeat this fork condition with the directions facing DOWN, LEFT and RIGHT. You'd have to change the addition/subtraction of the XY variables a tad for each direction. There! We've finished the Sword event! Now comes the Monster. Here's what we'd do. Create 2 pages for the monster, setting the first page On Common Touch, and have the monster move around randomly. The setting of the next page should be Paralell Process, and have it stay still. On the first page, put something like this: Play SE: Ouch Move Chara: Hero: Step Backwards, Step Backwards. Set Variable HeroHPLoss: Range[1,10] Change Hero HP: HP - HeroHPLoss ;Changing the 10 will decide the random number of how much HP it takes off. Then, on the next page, put this: Set MonsterX -> This Event Position X Set MonsterY -> This Event Position Y FC: Switch 'Sword Swipe' -> ON { FC: MonsterY = SwordY { FC: MonsterX = SwordX { Move Chara: This Event: Step Away from hero, Step Away from hero. Set Variable 'MonsterHP': MonsterHP - 3 } } } There you have it! The monsterHP doesn't have to be decreased by 3. Thats just an example. Oh, and you'll need to set the MonsterHP variable in a separate event. This whole thing revolves around the Set Password command. ** --MOVEMENT TYPE Using the Set Password Function, you can make the hero move in different direction. For example, say you had some stairs, and you wanted the player to move diagnolly up them. Well, to do this, you'd have to first off, make a staircase. Then make 2 events. The first event should be on the tile right before the foot of the stairs. It should be something like this: [Map Event] -Page 1- Set Switch 'OnStairs' -> ON. Move Chara: Hero: Move Forward -Page 2- Set Switch 'OnStairs' -> OFF. Move Chara: Hero: Move Forward Thats it. Pretty simple huh? You should Copy this event to the tile right after the top of the stairs. Now then, let's make one more event to finish it all off. This should, yet again, be a Common Event. What you do with this event is make it ParalellProcess. Then make it so the switch 'OnStairs' has to be ON. Then, in the event, put this: Set Password: Direction(1,2,3,4) , Variable: Stairway FC: Variable Stairway = 1 { Move Chara: Hero: Face Up } ;You'd repeat this Fork Condition with the DOWN direction. Replace the 1 with a 4, and change the direction of movement. FC: Variable StairWay = 2 { Move Chara: Hero: Step Right-Up } ;Repeat this with the same instructions above.You might have to change which direction the hero moves, depending the direction the stairs are facing. In this case, the stairs are facing a Diagnol Up-Right. And there you have it! Now when the hero moves on the stairs, he will go Diagnol, and not just straight! Pretty cool, eh? ***** 3. DISCLAIMER If you decide to take this FAQ and post it on your site, that's perfectly fine by me. I want to make sure that all RPG Makers recieve this FAQ and make it useful. But, do NOT take credit for this FAQ, and give the credit to Me, and the people in the credits. ***** 4. CREDITS This Faq was made by DragonShadow. Special Thanks goes out to Solik(for telling me about this), RPG-Advocate(for giving ideas) and QHeretic(I remember he did something, but im not quite sure..) Other Thank-Yous go out to those who put this on your site. I like spam. Credits were written by Elvis. The spoon was trained by SPEEEEEEEEEKO. Ending. Nothing Else. Go away. ***** 5. UH.. NOTHING. Yep, there's absolutley nothing here. Tata!~ -DragonShadow