Zhivago 0 Report post Posted March 7, 2011 (edited) I feel silly for posting here so much but my searches on this topic so far have come up empty. How would one set up customizable checkpoints on a map? I am working on a map where I would like to have a customizable checkpoint without having to call the save menu. I would like to, for example, press Z or some other button to save a checkpoint wherever the player is standing at that exact moment. During battle, instead of the character dying and having to reload a whole save, I plan on ending the battle when the player hits less than 10% and to simply return them to the last checkpoint. I would prefer not to have a full Game Over that requires loading and saving from a specific menu. It's the actual save part that I'm having trouble figuring out. The battle part I've got down. ^^ Thanks in advance! Edited March 7, 2011 by Zhivago Share this post Link to post Share on other sites
Dragon324 16 Report post Posted March 7, 2011 (edited) I feel silly for posting here so much but my searches on this topic so far have come up empty. How would one set up customizable checkpoints on a map? I am working on a map where I would like to have a customizable checkpoint without having to call the save menu. I would like to, for example, press Z or some other button to save a checkpoint wherever the player is standing at that exact moment. During battle, instead of the character dying and having to reload a whole save, I plan on ending the battle when the player hits less than 10% and to simply return them to the last checkpoint. I would prefer not to have a full Game Over that requires loading and saving from a specific menu. It's the actual save part that I'm having trouble figuring out. The battle part I've got down. ^^ Thanks in advance! Okay if I understand you correctly this should not be to hard to set up. First of all you would have to make event with conditional branch for your checkpoint for when z is being pressed to turn on a switch. Next of all go under troops in the database and on the bottom you should see battle events. There where it says conditions you should put the switch is required to press the button for the checkpoint then make a new switch with a new condition where its based on the character hp then set a battle abort event and then set another event on the map that's set to parallel processing that when your 2nd switch is on it transfers the player back to the checkpoint and it should work. Sorry if it doesn't I don't have time to try it out but in theory it should. Hope this helps. :alright: Edited March 7, 2011 by Dragon324 Share this post Link to post Share on other sites
Zhivago 0 Report post Posted March 9, 2011 (edited) Okay if I understand you correctly this should not be to hard to set up. First of all you would have to make event with conditional branch for your checkpoint for when z is being pressed to turn on a switch. Next of all go under troops in the database and on the bottom you should see battle events. There where it says conditions you should put the switch is required to press the button for the checkpoint then make a new switch with a new condition where its based on the character hp then set a battle abort event and then set another event on the map that's set to parallel processing that when your 2nd switch is on it transfers the player back to the checkpoint and it should work. Sorry if it doesn't I don't have time to try it out but in theory it should. Hope this helps. :alright: This sounds like it should work but I would have to set the placement of the checkpoint. Is there any way to save a checkpoint exactly where the player is standing when the button is pressed? I know it sounds like bad design or planning but trust me, it makes sense for the project I'm working on. EDIT: I went over the "RMXP Variables Demystified" tutorial. I know I need to get it to use the Map X and Map Y variables I set them up wrong and can't figure out for the life of me how to get them to work. Tt doesn't seem to be saving the coordinates. :( Edited March 9, 2011 by Zhivago Share this post Link to post Share on other sites
isaacsol 10 Report post Posted March 9, 2011 Are you making sure you have 2 separate variables for X and Y? Share this post Link to post Share on other sites
Zhivago 0 Report post Posted March 9, 2011 (edited) Are you making sure you have 2 separate variables for X and Y? Yes. Here's my events setup: Invisible Parallel Process: @>Conditional Branch: The Z button is being pressed @>Control Switches:[0010:SaveSpot] = ON @> : Else @> : Branch End @> AND Common Event: Name is Checkpoint, Trigger is Parallel, Switch is 0010:SaveSpot @>Control Variables: [0010: SavePointX] = Player's Map X @>Control Variables: [0011: SavePointY] = Player's Map Y @>Conditional Branch: [Player] is [Knockout] inflicted @>Transfer Player: Variable [0001][0010][0011] @> : Else @> : Branch End AND Troops Battle Event #5 Actor[Player]'s HP 10% or below @>Abort Battle @>Transfer Player: Variable [0001][0010][0011] When the battle is aborted, the character player is standing in the same spot he was when he went into battle instead of moving to the last set checkpoint. :( Judging by the events, I'm kind of worried that it's constantly saving instead of saving once. Edited March 9, 2011 by Zhivago Share this post Link to post Share on other sites
Dragon324 16 Report post Posted March 9, 2011 Common Event: Name is Checkpoint, Trigger is Parallel, Switch is 0010:SaveSpot @>Control Variables: [0010: SavePointX] = Player's Map X @>Control Variables: [0011: SavePointY] = Player's Map Y @>Conditional Branch: [Player] is [Knockout] inflicted @>Transfer Player: Variable [0001][0010][0011] @> : Else @> : Branch End Okay I think you need to get rid of the conditional branch in there and just make it another event which prob means you will need to add another switch. Set it to parallel process and have just a transfer player with variables as soon as the battle is aborted. If this doesn't help I'll just create what your doing on mine and post screen shots of my layout. Share this post Link to post Share on other sites
Zhivago 0 Report post Posted March 11, 2011 (edited) Okay I think you need to get rid of the conditional branch in there and just make it another event which prob means you will need to add another switch. Set it to parallel process and have just a transfer player with variables as soon as the battle is aborted. If this doesn't help I'll just create what your doing on mine and post screen shots of my layout. Yes, this would help a lot... I'm not really sure how to make something happen after the battle is aborted since it seems like the Battle Events stop working once the battle ends. EDIT: Do I need to turn the switches off at any point? I have a feeling at even if my variables are being saved, they're only being saved either once or they are only saved for as long as I hold the Z key down. EDIT2: Nevermind! I got it after a bit of tweaking! I sort of didn't quite understand what you were saying I suppose. For future reference for anyone who needs this: Moving Checkpoints Event 1: Parallel Process Conditional Branch: When Z is pressed Control Variable: [Your ID] = Map ID Control Variable: [Your X ID] = Player's Map X Control Variable: [Your X ID] = Player's Map Y Troop Battle Event: Condition: Your condition (Mine is Player HP at 10% or less) Control Switch: [switch ID] = ON Wait for Move's Completion Abort Battle Event 2: Parallel Process Transfer Player: Variable [Your ID][Your X ID][Your Y ID] Control Swtich: [switch ID] = OFF @Dragon, your posts were kind of confusing but they definitely helped point me in the right direction. Thank you so much! Edited March 11, 2011 by Zhivago Share this post Link to post Share on other sites
Dragon324 16 Report post Posted March 11, 2011 (edited) Yes, this would help a lot... I'm not really sure how to make something happen after the battle is aborted since it seems like the Battle Events stop working once the battle ends. EDIT: Do I need to turn the switches off at any point? I have a feeling at even if my variables are being saved, they're only being saved either once or they are only saved for as long as I hold the Z key down. EDIT2: Nevermind! I got it after a bit of tweaking! I sort of didn't quite understand what you were saying I suppose. For future reference for anyone who needs this: Moving Checkpoints Event 1: Parallel Process Conditional Branch: When Z is pressed Control Variable: [Your ID] = Map ID Control Variable: [Your X ID] = Player's Map X Control Variable: [Your X ID] = Player's Map Y Troop Battle Event: Condition: Your condition (Mine is Player HP at 10% or less) Control Switch: [switch ID] = ON Wait for Move's Completion Abort Battle Event 2: Parallel Process Transfer Player: Variable [Your ID][Your X ID][Your Y ID] Control Swtich: [switch ID] = OFF @Dragon, your posts were kind of confusing but they definitely helped point me in the right direction. Thank you so much! Just glade I could help and sorry for the confusing ness I was just about to post screens but since you got it saves me time. Gl with your project btw Edited March 11, 2011 by Dragon324 Share this post Link to post Share on other sites