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A Cheat/Unlock system by Roy


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Author: Roy
Posted on 10/09/2004
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I made this in Rpg maker 2003 so I don\'t know if it might work in Rpg maker 2000 But it is a working cheat system (also can be used for unlocking special things)

O

k I would like some credit for this eg: put my name in some where and send me your game when it is finished finish or where to get it.

You will need as many common events as cheats I will do six because that is what I have at the moment. Create these and I would call them cheat 1, 2, 3, 4, 5 and 6. And have them all set to auto start.

Now create six identical to the common events switches and variables you are going to need them. And 6 extras same name as the first 6 but only use the first and last letters of the name eg: cheat 1 = c1

Make a room (map) in which you want to put the cheat activation point now here is the part where your variables come in handy. To stop people from just activating the cheats and playing the game with the effects, we’ll create a combination lock system with the variables.

Build a grid of events in your cheat room (I used ones that looked like switches) as many as your have cheats squared with one square space between them. Now to code them!

It’s easy really you put each of your variables in the first event of lets say cheat 1, have them when the event is activated to set them all to 0 but the cheat you want to activate which should be + 1. new page same thing but all will set to 0 and this is activated only if variable cheat 1 (or whatever you called it) is greater than or equal to 1 to do that you can just use a precondition this will make it reset if it is activated twice.

Copy that last page! Now enter a completely randomly chosen event in your grid and paste page three times that’s right three times and delete the first page that should be lying around. Make it so the middle page is activated only if variable cheat 1 (or whatever you called it) is equal to 1 and have it add to your variable. The first page should have no preconditions on it. The third page should have a precondition of one more than that and it’s to be equal or greater than. On the middle page make the variable of the cheat your up too (cheat one) add 1 to the variable.

Copy this event and paste it where you want the next one to be this is after deleting the blank event that will be in the way. Edit the event and add 1 to the precondition of page 2 and 3. By doing this you can mass produce them and you copy this method to create the 5 other or more cheat combinations.

Now the cheat activators! These are events that when the combination has been put in correctly will appear and allow you to turn the cheat on and off. They are all the same but with different variables relied on to activate them. Page 1 of it has a precondition of how many combination events for this cheat eg: variable cheat one = 6. Inside it put turn switch cheat 1 on. Now open cheat ones common event place in it what ever you want it to do. And turn switch c1 on and turn switch cheat 1 off. Back in the activator event make a page two make it’s precondition switch c1 is on.
Make it when clicked on reverse the effects of your cheat and wait for 01 seconds. Now turn switch c1 off. The same method applies to the other cheats and you don’t have to reverse the affects of your cheats if you don’t want too.

If you want to make a cheat that is continuing to affect your character eg: play a sound effect dependant on the way your hero’s facing. You just remove from the common events turn off cheat 1 (whatever you call it) and the turn on c1, than make the page 2 precondition of the activator for that cheat switch cheat 1 is on.

That is all I have to say, you have any problems bms me or email me at adric64@hotmail.com I will put a working version of the system in as a project so you can try it or hack it to pieces to see how it works. Have fun!