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> Checkpoint Gameover (v 2.4), Return to town after dying.
Rating 5 V
Mithran
post Sep 1 2010, 12:57 AM
Post #41


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If you are having trouble with just importing a script, you should probably familiarize yourself with the editor a bit more before attempting to use scripts. There are several tutorials on the tutorials board that may help you out.

Spoiler:
Open up the script editor.
Go the 'materials' section near the bottom.
Right click where it says (Insert Here), select Insert.
Copy my script and paste it onto the new page.
Click Apply, close the script editor and save the project.
Read and follow all instructions in the script itself.


And also, never quote the entire first post again like that. I could barely see your question in the middle of the quote.


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Kuronoa612
post Jul 7 2011, 05:30 PM
Post #42



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can this Script make a good or bad ending for a example for all your party die you continues the game you get bad ending, you don't die you good ending revive some one still good ending

like this
Selection continues bad ending

Selection back title screen have start over to get good ending

Script this work? plz and Thank You
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Mithran
post Jul 8 2011, 01:37 AM
Post #43


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QUOTE (Kuronoa612 @ Jul 7 2011, 10:30 AM) *
can this Script make a good or bad ending for a example for all your party die you continues the game you get bad ending, you don't die you good ending revive some one still good ending

like this
Selection continues bad ending

Selection back title screen have start over to get good ending

Script this work? plz and Thank You


You can easily do that without using this script by using combat events (with "can lose checked") or conditional branches. This script is for setting up a checkpoint that the player goes back to if the party is wiped out. You *can* use it to create an alternate ending of sorts if the player loses to *any* enemy within a certain section, but it would be completely unnecessary in most cases.


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Ste
post Jul 13 2011, 10:13 AM
Post #44



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Hi! : D
It's possibile to change the "Continue, Shoutdown, To Title" voices?


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Mithran
post Jul 13 2011, 01:24 PM
Post #45


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QUOTE (Ste @ Jul 13 2011, 03:13 AM) *
Hi! : D
It's possibile to change the "Continue, Shoutdown, To Title" voices?


They are the same terms used in the "terms" section of the database (continue, shutdown, and title). You can change them there. If you want to use a completely seperate set of terms, then heres a patch for you (place directly below script).

CODE
module CheckPointGameOver
  TERM_TO_TITLE = "To Title"
  TERM_CONTINUE = "Continue"
  TERM_SHUTDOWN = "Shutdown"
end

class Scene_Gameover < Scene_Base
  def create_command_window
    sels = [CheckPointGameOver::TERM_CONTINUE, CheckPointGameOver::TERM_TO_TITLE]
    sels << CheckPointGameOver::TERM_SHUTDOWN if CheckPointGameOver::INCLUDE_SHUTDOWN
    @command_window = Window_Command.new(172, sels)
    @command_window.x = (Graphics.width - @command_window.width) / 2
    @command_window.y = Graphics.height - (@command_window.height + 32)
    @command_window.index = 0
    @command_window.openness = 0
    @command_window.open
  end
end




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Ste
post Jul 13 2011, 03:31 PM
Post #46



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Type: Undisclosed




Oh, thanks (:


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mindy522
post Aug 27 2011, 05:39 AM
Post #47



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This script is so useful, but it doesn't seem to work with ORBS battle system :/ It works perfectly fine with the default battle system but with ORBS once I die I am sent to my checkpoint but I can't move at all o_o Is there some workaround or can you can make a patch for this or something? Thank you so much in advance. (:
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Mithran
post Aug 29 2011, 09:58 AM
Post #48


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QUOTE (mindy522 @ Aug 26 2011, 10:39 PM) *
This script is so useful, but it doesn't seem to work with ORBS battle system :/ It works perfectly fine with the default battle system but with ORBS once I die I am sent to my checkpoint but I can't move at all o_o Is there some workaround or can you can make a patch for this or something? Thank you so much in advance. (:


I need more information to find out what is happening here. There is likely a fundamental difference in the way the character moves in Orbs or some set of variables that need to be reset. Send me a demo with both scripts together duplicating the bug and I will take a look.


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eldorno
post Dec 14 2011, 03:20 AM
Post #49


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Is there a way to save the status of Switches and Variables when you set a checkpoint, so when you are revived at a checkpoint all the Switches and Variables are as they were?
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Mithran
post Dec 14 2011, 04:58 AM
Post #50


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Try placing this patch below my Checkpoint Gameover script. You can tie switches, self switches, and/or variables to be saved whenever you save a checkpoint in the module and they will be restored when you return to the checkpoint. The GAMEOVER_SWITCH from the original script, however, will still be turned on after switches are restored, if you do not want to use this be sure to set the GAMEOVER_SWITCH_ID to 0 in the original setup.

Also take care in using this patch. Since you are restoring variables and switches, encounters you have set up to be "one time" only can be possibly reset (beat boss without activating new checkpoint, die, boss is back and character keeps rewards). To avoid this, you might want to force a checkpoint save after any such encounter to avoid exploits.

Spoiler:
CODE
module CheckPointGameOver
  SAVE_SWITCHES = true # save variables with a checkpoint?
  SAVE_SELF_SWITCHES = true #save self switches with checkpoint?
  SAVE_VARIABLES = true # save switches with a checkpoint?
end

class Game_System
  attr_accessor :checkpoint_switches
  attr_accessor :checkpoint_variables
  attr_accessor :checkpoint_self_switches

  def checkpoint=(new_cp)
    self.checkpoint_switches = self.checkpoint_self_switches = self.checkpoint_variables = nil
    if new_cp != nil
       self.checkpoint_switches = Marshal.load(Marshal.dump($game_switches)) if CheckPointGameOver::SAVE_SWITCHES
       self.checkpoint_self_switches = Marshal.load(Marshal.dump($game_self_switches)) if CheckPointGameOver::SAVE_SELF_SWITCHES
       self.checkpoint_variables = Marshal.load(Marshal.dump($game_variables)) if CheckPointGameOver::SAVE_VARIABLES
    end
    @checkpoint = new_cp
  end

end

class Scene_Gameover
  alias back_to_checkpoint_before_restore_var back_to_checkpoint
  def back_to_checkpoint
    back_to_checkpoint_before_restore_var
    $game_switches = Marshal.load(Marshal.dump($game_system.checkpoint_switches)) if $game_system.checkpoint_switches  
    $game_self_switches = Marshal.load(Marshal.dump($game_system.checkpoint_self_switches)) if $game_system.checkpoint_self_switches
    $game_variables = Marshal.load(Marshal.dump($game_system.checkpoint_variables)) if $game_system.checkpoint_variables
    if CheckPointGameOver::GAMEOVER_SWITCH_ID > 0
      $game_switches[CheckPointGameOver::GAMEOVER_SWITCH_ID] = true
    end
  end
end


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eldorno
post Dec 14 2011, 05:01 AM
Post #51


The Grand Arbiter
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Type: Designer
Alignment: True Neutral




Awesome! Thank you very much! I shall try this soon biggrin.gif

edit: I'm afraid I'm frequently getting a crash when I die... but I'm not sure what's causing it.
Attached File  CheckpointCrash.jpg ( 70.16K ) Number of downloads: 6

I've tested changing 1 switch, 1 variable, 1 of both, multiple of each, multiple of both...
Embarrassingly, I got this error about 6 times in a row, and then haven't been able to reproduce it since o_O

edit 2: Got the crash again... This time it was 1 switch and 1 self switch.. and that's it, I think.
The crash happens directly after death and before the screen fades out to go to the gameover screen.

This post has been edited by eldorno: Dec 14 2011, 09:52 AM
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vlames
post Feb 16 2012, 01:24 PM
Post #52



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Type: Undisclosed




THIS IS WHOLESOME!!!
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