Changing how game over works

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Started by lemongreen 10 posts View original ↗
  1. Hey, I was wondering if anyone could help me figure out how to change it so that instead of being taken straight to the Game Over screen after your party loses all their health it could either jump to a map first, or just be changed to a map entirely.

    I know that the contingency for this is on line 1167 in the Game_Interpreter, but since I don't know what to change it to I'm hesitant to touch it myself (well, that and I'm pretty hesitant to mess with the Game_Interpreter in general till I get much better at scripting)

    edit (in case anyone else needs this cleared up): The reason why I'm looking at the line in the Game_Interpeter script is my game has points where the player can die on maps as well as in battle scenes so I'd like for it to work for both. I'm looking for this change because I'd like to set up events that can happen based on the situation you die in (like a different event would play depending on the monster that killed you or what caused the on map death) It has nothing to do with sending the player to a different spot without a game over entirely.

    Seriously, thanks for any help with this. (and if you can think of a way to do it without touching the Game_interpreter script I'd really like to hear it) 
  2. why not to try overwrite process_defeat method on BattleManager module, so SceneManager.goto(Scene_Gameover) replaced with something you need like: revive party and minus party exp then transfer them to hospital...
  3. Because in the game I'm working on the players can die on the maps as well, so unfortunately just changing it for the battle system wouldn't do much... (or at least it wouldn't be very helpful in the game's terms)

    Also, I'm not trying to make a hospital situation or anything like that; if I were there are already scripts available that change it to work for those situations. What I'd like to do is play a short little event before the game over screen pops up (or even make a more dynamic looking screen using the map) and I would like for it to work no matter what the situation (be it on a map or in battle)

    I guess I should have been a bit clearer on those points in my first post, though; I'll edit it and put those in.
  4. I know there are scripts that do exactly that (usually take a player back to last save point on death, but you can define where those save points are), but I don't remember where I've seen them (it's been several months ago).


    I suggest looking through the master script list, most probably I've seen them there when I was checking it...
  5. I know those exist; I haven't really seen very many of them around recently, though. And actually I just looked through the entirety of the master script list;  only one I can find that's even somewhat close is SoulPour777's Action Battle Respawn and that certainly doesn't do what I want. (it's based on the current Map ID, and also probably doesn't change it for the regular battle system)

    I guess I could try a search of the forum's scripts, but the major problem with that is some people don't actually tag their threads (plus I'm not really sure what terms to use) It'd still be better than doing nothing, though... I'll leave this open just in case I can't find anything.

    Edit: Searched over what I could of the forums; most of the solutions I found were for the battle system only... (I did find a checkpoint system script, but that has it so the checkpoint could only be through any event on an already accessed map) 

    I found this by just going through all the scripts in general, but it still  doesn't work the way I'd like (it fades in the screen for a moment which I can't have because to make a separate game over  event I have to remove the picture I'm using as the lighting overlay among other things, so for a split second the player can see the lighting of the past scene and also a general look of the setup for the events which looks extremely wierd)

    Also tried Tsukihime's Gameover Events script, but that only calls the game over from a common event; it doesn't allow for a map transfer for events to play out.
  6. I whipped this up for you: It should do what you want.

    http://pastebin.com/raw.php?i=kPSVN8Dz

    You can change the map ID and the player's new x, y and direction on this new map

    And you can turn a switch on to use the old, default gameover scene.
  7. I'm sorry, I tried that small script but it has the exact same problem that the Dekita one I found has in that it shows the map for a split second with the picture overlay of the lighting from the map that the player died on (because I have to erase the picture on the game over map)  Other than that, it does work just fine.

    I know I'm probably being extremely picky about how to go about making this work, and I'm really sorry about that. I'll probably just figure something out using conditional branches and switches since I understand those a lot better. Sorry for wasting people's time with this.
  8. No offence, but I'm already using enough switches as it is; I don't want to leave one just designated for erasing pictures. Besides, I've managed to get a way for it to partially work through conditional branches (not so much through the battle system, but I don't think I'll actually be using that anymore; it was taking way too much time setting everything up) 

    Thanks for the help. anyway (it might hopefully be useful to somebody else)
  9. Closed due to OP's request.