Event after game completion

yumekakaro

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I'm at the end of my game now.
The player has the choice to save after completing the game.
after the game ends, the screen goes black, then goes back to the title screen.
After the game is completed, I want there to be something like an "extra room" where the player can get
background informations to all the characters.
I want this room first to appear when the player revisits the completed save file though.
Is there a way that I can teleport the player from one room to the Extra room without the player noticing?
I tried adding events after the game goes to the title screen, but that doesn't seem to work either,
it just repeats the actions before the game went to the title screen.
After it goes back to the title screen, I also can't set a switch anymore...
Is there any possibility?
 

gstv87

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it can be done in a number of ways.
either save a file just before the game ends, and then restart from that save, or, at the point of the start of the game add a check for a previous save.
basically, instead of sending the player to the first map, you send it to a dummy map (possibly the actual extra map itself) that performs the check for completion.
if the check doesn't validate, send the player through to the first map, as you would normally.

but I believe it'll still have the problem of priority and sequence, where you'll always reload a stage prior to the completion of the game.
it's like a causality loop.... :confused:
 

Lord Vectra

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You won't be able to do that unless something alters the data of the save file itself. Maybe a script will, but I'm not sure about events. This is primarily because of the "go to title screen and reload save" thing.

And, for my curiosity, why do they have to load it again? Why can't they just get it there?

This is the closest you will probably get
Before you send them to the title screen and before they save, make the screen turn black, transfer them to the other room, have them save and then put the room back to normal. Then, they can find all the info.

Edit: Ninjad
 
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yumekakaro

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it can be done in a number of ways.
either save a file just before the game ends, and then restart from that save, or, at the point of the start of the game add a check for a previous save.
basically, instead of sending the player to the first map, you send it to a dummy map (possibly the actual extra map itself) that performs the check for completion.
if the check doesn't validate, send the player through to the first map, as you would normally.

but I believe it'll still have the problem of priority and sequence, where you'll always reload a stage prior to the completion of the game.
it's like a causality loop.... :confused:
Yeah, unfortunately it still loops the event :/ but thanks for trying anyway! :)

You won't be able to do that unless something alters the data of the save file itself. Maybe a script will, but I'm not sure about events. This is primarily because of the "go to title screen and reload save" thing.

And, for my curiosity, why do they have to load it again? Why can't they just get it there?

This is the closest you will probably get
Before you send them to the title screen and before they save, make the screen turn black, transfer them to the other room, have them save and then put the room back to normal. Then, they can find all the info.

Edit: Ninjad
I wanted the extra room to be an optional thing, so that the player can load this save file again if they want and if they are not interested in background information, they are just able to end the game.
That's why I wanted it to go back to the title screen, to show that the main story is over now and there isn't anything to be
done anymore :) I've seen some games at the end showing the "the end" picture, but it wasn't the end yet and the game still went on,
so that kind of made it unclear if this is still necessary for the story or not. (sorry for the confusing explanation...)
I just tried what you said, but it still loops the event. :I
Thank you anyway though. I guess I'll just have to do it without sending the player to the title screen then.
 

Benja

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Ooh! I got this! Let me find the script and I'll edit this post with it...

Edit: OK, so a long time ago I asked for a similar script in order to build a "boss rush" post game style thing, and I'll give you a step by step for using it!

The first script you need is here. the second one is here.

First thing you need to do is configure the title command script to whatever map your extra room is at, then change the command name, and finally, in the conditions section, place this code:

Code:
File.exist?('.\game_cleared.rvdata2')
and in the SECOND script, set the save folder to '.', and then, in the @Doc1 section, edit it to say "Game Cleared" or whatever you want.

Now, when you're at the end of the game, use this exact script call.

Code:
txt_save("DOC1", "game_cleared.rvdata2")
This will create the "Game Cleared" file, telling the Title command script that the game is finished, and it opens the extra room!

Just remember to delete the game_cleared.rvdata2 when you're done testing, or the extra command will stay there.
 
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Lord Vectra

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Actually, I think I see what the problem is (and why what I said doesn't work). I thought u transported them to this room and they went around (lets say their were books on some majestic table) and you went to each book to learn about a character. I was wondering why not transport them and allow the player to leave and load back if they wanna.

So, with that, Benja is prob ur guy then XD
 

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