These checkpoints are animated and functional. Why would you choose them instead of the original one? Because you can use "move item" on them and they'll still work perfectly (because you define the respawn coordinates) and you can turn them on or off so that the player can touch them only after some events (if done well and of course, if you want). Explanations are detailed in-game. There are really a lot of comments actually. I wanted it to be practical so as to be used by others.
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23x23~.5aB5.6am7.5aB5.6am7.5aB5.6am7.5aB5.6am7.5aB.10am7.5aB.22aB.22aB.22aB.22aB.17aB6.224aa5.aa7.3aa12.aa7.3aa12.aa7.3aa7~~~x1:Respawn1;320;648;1;1;0;|x1:Respawn2;656;648;1;1;0;|9:Particles2;656;472;;23,143;.25aE.59aE.15aE.11aE.27aE.58aE.84aE.31aE.6aE.22aE.22aE.72aE.17aE.4aE.8aE.8aE.79aE.8aE.51aE.10aE.11aE.48aE.10aE.11aE.10aE.11aE.40aE.88aE.14aE.22aE.60aE.16aE.108aE.13aE.11aE.10aE.11aE.103aE.17aE.4aE.17aE.61aE.22aE.26aE.22aE.132aE.2aE.32aE.22aE.92aE.22aE.83aE.52aE.6aE.48aE.23aE.30aE.61aE.36aE.23aE.11aE.22aE.44aE.11aE.10aE.49aE.37aE.18aE.49aE.36aE.22aE.60aE.22aE.12aE.15aE.12aE.25aE.22aE.84aE.aE.14aE.7aE.45aE.22aE.26aE.3aE.18aE.3aE.8aE.76aE.22aE.32aE2.23aE.12aE.41aE.90aE.10aE.96aE.12aE.18aE;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;0.04;0.1;1;0;1|6:Checkpoint2;640;384;32;256;0;1;set,s_checkpoint,2:set,s_COINS,g_COINS:playsound,43,0.5:setpostfilter,100/100/100/100/0/0/0/0/100:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/80:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/60:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/40:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/20:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/5:sleep,3:setpostfilter,:dissolve,Respawn2,10,45:move,Respawn2,0,9999,0,0:dissolve,Particles2,10,10:stoptrigger,Respawn2:move,Particles2,0,9999,0,0~0;64;640;1;0;0|9:Particles1;320;472;;23,143;.25aE.59aE.15aE.11aE.27aE.58aE.84aE.31aE.6aE.22aE.22aE.72aE.17aE.4aE.8aE.8aE.79aE.8aE.51aE.10aE.11aE.48aE.10aE.11aE.10aE.11aE.40aE.88aE.14aE.22aE.60aE.16aE.108aE.13aE.11aE.10aE.11aE.103aE.17aE.4aE.17aE.61aE.22aE.26aE.22aE.132aE.2aE.32aE.22aE.92aE.22aE.83aE.52aE.6aE.48aE.23aE.30aE.61aE.36aE.23aE.11aE.22aE.44aE.11aE.10aE.49aE.37aE.18aE.49aE.36aE.22aE.60aE.22aE.12aE.15aE.12aE.25aE.22aE.84aE.aE.14aE.7aE.45aE.22aE.26aE.3aE.18aE.3aE.8aE.76aE.22aE.32aE2.23aE.12aE.41aE.90aE.10aE.96aE.12aE.18aE;all;0;0;5;300;0;100;0;90;30;0;3;3;5;5;5;5;30;30;128;128;0;0;0;0;3;10;10;30;0;1;1;-;0;1;64;5;0;0;1000;3;0;1;;0.04;0.1;1;0;1~6:Respawn1;288;656;16;16;0;1;setscale,Respawn1,1,1,0,1,1,0,1:setscale,Respawn1,0.025,0.025,0,1,1,0,0:sleep,1:add,a,a,1:branch,6,1,a,30:sleep,2:setscale,Respawn1,-0.025,-0.025,0,1,1,0,0:sleep,1:sub,a,a,1:branch,6,6,a,0:sleep,2:goto,0|6:Respawn1;272;656;16;16;0;1;move,Particles1,0,-2,0,0:sleep,1:add,a,a,1:branch,6,0,a,48:move,Particles1,0,96,0,0:set,a,0:goto,0|6:Respawn1;256;656;16;16;0;1;dissolve,Particles1,10,16:sleep,2:goto,0|6:Checkpoint1;304;384;32;256;0;1;set,s_checkpoint,1:set,s_COINS,g_COINS:playsound,43,0.5:setpostfilter,100/100/100/100/0/0/0/0/100:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/80:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/60:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/40:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/20:sleep,3:setpostfilter,100/100/100/100/0/0/0/0/5:sleep,3:setpostfilter,:dissolve,Respawn1,10,45:move,Respawn1,0,9999,0,0:dissolve,Particles1,10,10:stoptrigger,Respawn1:move,Particles1,0,9999,0,0|6;32;576;64;64;0;1;set,g_COINS,s_COINS:c,This%20function%20allows%20you%20to%20keep%20your%20coins%20after%20your%20death%20eventhough%20they%20reappear.%0D_________________________%0DDelete%20it%20to%20prevent%20coin-grinding%20but%20be%20careful%20with%20the%20values%20of%20the%20lines%20in%20the%20branches.:activate,Respawn1:activate,Respawn2:c,%5B%u2605%5D%20When%20adding%20a%20new%20checkpoint%2C%20make%20sure%20you%20activate%20it%20by%20following%20the%20aforementioned%20scheme.%0D_________________________For%20the%20checkpoint%20%28n%29%2C%20put%20the%20trigger%20function%20%3A%0D%5BActivate%20%22Respawn%28n%29%22%5D%0D_________________________%0DExample%20%3A%20for%20checkpoint%203%2C%20put%0D%5BActivate%20%22Respawn3%22%5D%20below%0D%5BActivate%20%22Respawn2%22%5D:branch,5,13,s_checkpoint,0:branch,5,9,s_checkpoint,1:branch,5,14,s_checkpoint,2:c,%5B%u2605%5D%20When%20adding%20a%20new%20checkpoint%2C%20make%20sure%20you%20create%20a%20new%20branch%20to%20prevent%20the%20static%20variables%20from%20not%20working.%20%0D_________________________For%20the%20checkpoint%20%28n%29%2C%20put%20the%20trigger%20function%20%3A%0D%5BIf%20s_checkpoint%20%3D%20n%2C%20goto%20%28m%29%5D%0Dwith%20%28m%29%20being%20the%0D%28n%29th%5BMove%20Character%5D%0D_________________________%0DExample%20%3A%20for%20checkpoint%203%2C%20put%0D%5BIf%20s_checkpoint%20%3D%203%2C%20goto%2021%5D%20below%0D%5BIf%20s_checkpoint%20%3D%202%2C%20goto%2015%5D:movechar,this,320,640,0,0,0,1:turnoff,Checkpoint1:move,Respawn1,0,9999,0,0:move,Particles1,0,9999,0,0:exit:movechar,this,656,640,0,0,0,1:turnoff,Checkpoint2:move,Respawn2,0,9999,0,0:move,Particles2,0,9999,0,0:c,%5B%u2605%5D%20When%20adding%20a%20new%20checkpoint%2C%20copy-paste%20the%20five%20last%20functions%20%28without%20this%20comment%29%20and%20increment%20the%20value%20of%20each%20tag.%20Also%2C%20do%20not%20forget%20about%20modifying%20the%20coordinates%20of%20the%0D%5BMove%20Character%5D%20function.%20They%20correspond%20to%20the%20place%20where%20you%20will%20revive.%0D______________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Some screenshots aaaand they're too large :
So, what do you think about these? (oh and if you see some grammar mistakes I'd like to know too btw)