*****
]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.
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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
<Event Properties: Paralell Process>
<Starting Condtions: Switch -MiniGame- ON>
;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]
<Event Properties: ParalellProcess>
<Starting Condtions: -MiniGame- ON>
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


