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> Checkpoint Gameover (v 2.4), Return to town after dying.
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Nastasia
post May 31 2009, 05:36 PM
Post #21


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Oh, man this makes me so happy!!! I have been wanting something like this for sooooo long.


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Zero2009
post May 31 2009, 10:57 PM
Post #22



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DUDE THANKS! that helps.
Now i can use this with nor problem in my game! Thanks a bunch!
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chriskay
post Nov 11 2009, 09:51 AM
Post #23


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Is it possible to make this script require certain item to be present? (and actually display the item on perhaps, top left or top center of the screen)
Like if you have 20 Megalixir presents in the party inventory, the Icon of the Megalixir and the amount of the item is presented.

And you can have like 3 items present. If you have Megalixir, and choses to use it, all HP & MP will be replenished. If you have Elixir, only 50% of HP, and other items only remove the incapacitated state (leaving 1 HP).


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Neosky
post Nov 11 2009, 05:20 PM
Post #24


Master of the DarkSyde of Cheese!
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Wow, thank you. This is great!
You said with some eventing you could have multi-checkpoints?

Are you talking about like being able to choose where to rez, or just able to have more then one checkpoint per game?

If it's the first, how would I do that?

I know how to make others, just clear the checkpoint and then set new check point right... lol?


Could I have it where once you rez, it could have a show choices and conditional branches? Where like when you turn on a checkpoint, and a switch or variable turn on. And be like if this switch is on you can rez there? And have it just transport you there?

This post has been edited by neosky: Nov 11 2009, 06:11 PM


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Mithran
post Nov 11 2009, 06:12 PM
Post #25


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@Chriskay - For now, you'll have to event it. It would be similar to this: http://www.rpgmakervx.net/index.php?s=&...st&p=110209

You can use your respawn event to choose how much hp/etc is given back. This is probably your best bet, actually, because even if I do incorporate a game over item or a variable, I doubt I'd give this much control over every other option based on which item is used.

@neosky - Yeah, multi check points can be done throught events with a bit of work. Basically, you set your checkpoint to a blank map (through the specific cooridnate checkpoint set). The map has a show choices event, then you can do a transfer by variables to get you to where you really want to go.

I'll take another look at this script, but its probably not going to be this weekend.


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Neosky
post Nov 11 2009, 06:15 PM
Post #26


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LOL, he he. Looks like I figured it out while you were typing, lol. Ok kool, thanks.


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chriskay
post Nov 11 2009, 06:45 PM
Post #27


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Aww, I still need the visual explanation in the G.O screen though. Oh well, I guess I'm gonna have to scrap the whole item-reviving thing.
Let me know if you ever reconsider my idea though biggrin.gif


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Epic Ancient
post Nov 11 2009, 08:51 PM
Post #28


If it's a choice between life and death, I pick Purgatory.
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EDIT: Nvm, just figured out how. ^^"""

EDIT2:

Note: Mithran, you told me that it wouldn't keep variables if someone were to quit and reset and stuff, after game-over.

Thanks to this script, it's possible. tongue.gif

I tested it by using a game-over single spawn room for my game and got 2 Deathcounts.
Then, I tried it using a new file and it had 0 to start. I got 1 on the new one, saved, quit, re-opened, blah blah, and checked the first one to find it still only had 2.

It preserves variables (such as my deathcount).

This post has been edited by Epic Ancient: Nov 11 2009, 09:24 PM


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Mithran
post Nov 11 2009, 09:40 PM
Post #29


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@epic ancient - Its the title screen that resets the variables wink.gif. Or resetting the game without saving. Since this script takes you right back into the game instead of loading or going through a title screen, all variables, items, switches, etc are exactly how you left them when you "died".

@chriskay - I may rig up an alternative where the item is "used" on the party or something. PM me again on Monday if you are still interested, I wont likely be doing anything until then.


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Neosky
post Nov 12 2009, 12:20 AM
Post #30


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Hey, I was just trying it out, and it's pretty great, one thing.

It doesn't start the music back when you comeback. There's no BGM once you continue, lol. Is it me?


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Mithran
post Nov 12 2009, 12:55 AM
Post #31


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If the map has an autoplay music, it will autoplay it. Otherwise, you have to play it yourself. Also, if your Game Over ME is exceptionally long and you dont have the ME fade bugfix (from earlier in this thread), the ME will fade to zero volume but continue 'playing', thus preventing the BGM from playing.


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Epic Ancient
post Nov 12 2009, 01:03 AM
Post #32


If it's a choice between life and death, I pick Purgatory.
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QUOTE (Mithran @ Nov 11 2009, 04:40 PM) *
@epic ancient - Its the title screen that resets the variables wink.gif. Or resetting the game without saving. Since this script takes you right back into the game instead of loading or going through a title screen, all variables, items, switches, etc are exactly how you left them when you "died".


Yea. As long as you save, though, it'll keep it. (Using your script, I implimented it to save right before game-over [the tile you were on] automatically, so that even if you died from stepping on the wrong tile, activating a trap, or simply dying from a tile-enduced battle, it'll save your progress no matter what. And, it'll teleport them back to the main Hub of the game, or part of it, depending on switches saved, it'll choose the right location. This even gets around the resetting of any other way, aside from deleting the save, of course. tongue.gif)


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Click here to learn how to add more title menu options!

Click here to learn how to make a transformation occur when equipping any items!

Click here to learn how to make a fully evented Summoning/Pet system!

Projects/Games:
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The Ultimate Puzzle
Progress: 49%
The Ultimate Puzzle Dev. Topic! Click itttttttttttttt. :]

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I dare you to look inside.
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Neosky
post Nov 12 2009, 01:26 AM
Post #33


Master of the DarkSyde of Cheese!
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Type: Undisclosed
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QUOTE (Epic Ancient @ Nov 11 2009, 07:03 PM) *
Yea. As long as you save, though, it'll keep it. (Using your script, I implimented it to save right before game-over [the tile you were on] automatically, so that even if you died from stepping on the wrong tile, activating a trap, or simply dying from a tile-enduced battle, it'll save your progress no matter what. And, it'll teleport them back to the main Hub of the game, or part of it, depending on switches saved, it'll choose the right location. This even gets around the resetting of any other way, aside from deleting the save, of course. tongue.gif)


yeah I think it's long... shouldn't I have the bufix though since I just installed it? It's 2.4? But yeah they all have autoBGM, plus I have it made to where when I go to my menu a new BGM plays while in the menu, and changes back after you close it.
so it should play that at least, since I'm forcing the BGM to play, right?



0-------0

Nevermind, I found what you were talking about, I was wondering what that was, lol.

Works perfect thanks. I sooo need to read the whole posts, lol Sorry to bother you.

This post has been edited by neosky: Nov 12 2009, 01:30 AM


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Wkdcritz
post Nov 25 2009, 04:58 PM
Post #34


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Could this script be modified so you can temporarily disable it with an in game switch?
That would be REALLY helpful since being able to respawn after dying at certain points causes bugs with the events and
since you can change your cp location, I can't just erase it and replace it whenever ;\
Thanks, and, sorry if this counts as a necro.


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chriskay
post Nov 25 2009, 05:09 PM
Post #35


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Use call script command, there's explanation within the script to temporary disable the checkpoint and enable them later utilizing Call Script command.


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Wkdcritz
post Nov 25 2009, 05:48 PM
Post #36


God of the Scarred Realms
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QUOTE (chriskay @ Nov 25 2009, 05:09 PM) *
Use call script command, there's explanation within the script to temporary disable the checkpoint and enable them later utilizing Call Script command.


/Facedesk

Thanks! It's not in my version..the one posted here must be newer.
Thank so much dude! smile.gif


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NDWongso
post Nov 26 2009, 06:47 AM
Post #37



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Is it possible to make party's money become 0 when return to checkpoint?
I think this will make my bank event useful.
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Mithran
post Nov 26 2009, 10:45 AM
Post #38


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QUOTE (NDWongso @ Nov 25 2009, 10:47 PM) *
Is it possible to make party's money become 0 when return to checkpoint?
I think this will make my bank event useful.


Yes, there is a setting in the module to reduce the players money by a certain percent. Just set GOLD_LOSS_PCT to 100.


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NDWongso
post Nov 27 2009, 07:21 AM
Post #39



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Thanks! Maybe i can use it in my game now.
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Salmanc
post Aug 31 2010, 09:21 PM
Post #40



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So how do i this script on to the game?
sorry im new to this and i dnt really know. rolleyes.gif
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