No Game Over Script

--DanCar--

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I was looking for a "no game over" script", I've made a search and I've found one here:

https://dayjavoogames.wordpress.com/2013/07/20/vxa-no-gameover-script-ver-1-0/

the script is actually here:

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

I tried and It works fine, but the script is like this: after the defeat  you have two options, or you return to the starting point or you return to the last "recovery all" point.

The second option is good for big maps, my map instead is tiny.

I would like to deactive (maybe with #) the part where the script send party to the last "recovery all" point, but no idea which part is.

Any help, please?
 

Hudell

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Deactivate these three lines:

    $game_player.heal_x = $game_player.x    $game_player.heal_y = $game_player.y    $game_player.heal_map = $game_map.map_id
like this:

    #$game_player.heal_x = $game_player.x    #$game_player.heal_y = $game_player.y    #$game_player.heal_map = $game_map.map_id

Lines 45, 46 and 47.

This way it will always go back to the starting point, and you can always re-activate these three lines later if you want.

If you think you will never want to re-activate it, I can make this script much smaller, removing a lot of unnecessary stuff.
 

Silent Darkness

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Honestly, if you event your game properly, you won't need to disable game overs.
 

--DanCar--

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If you think you will never want to re-activate it, I can make this script much smaller, removing a lot of unnecessary stuff.
Thanks (also you Susan).

Yes, I just need  the party retun to the "starting point" and then pop up two short messages, something like "you can't win against us " and "you have returned back" . with relative icon faces.

This would be perfect.
 

Susan

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Well, the script doesn't really disable game overs.

You can still get a game over by eventing it.

The script just helps to send characters back to the starting point or a 'recovery' spot after their defeat in battle.

Granted, it can be evented, but the script just makes the whole thing easier. ^^
 

Silent Darkness

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Random encounters are decided from Troops. You can set events for those troops.
 

Hudell

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Thanks (also you Susan).

Yes, I just need  the party retun to the "starting point" and then pop up two short messages, something like "you can't win against us " and "you have returned back" . with relative icon faces.

This would be perfect.
Try using this code:

#===============================================================================#                       No Gameover Script#                       Ver: 1.0#                       Author: Day Ja Voo Games (Hunter Heidenreich)#                       Date: July 20, 2013#-------------------------------------------------------------------------------#   Description: This script bypasses RPG Maker's usual gameover call and #                instead warps you to the last location that you "recovered#                all" or the starting point of the character as set by you for #                the start of the game.#------------------------------------------------------------------------------#------------------------------------------------------------------------------#   Version History:#   #     Ver 1.0#       - Created Script#       - Warps to Location#       - Added Battle Deaths#       - Added Event Deaths#------------------------------------------------------------------------------#   Planned for Future Updates#       -Nothing yet!#-------------------------------------------------------------------------------#-------------------------------------------------------------------------------#   Instructions - Plug and play!#=============================================================================== module Remove_Game_Over  SWITCH_ID = 1end   #==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------#  An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#============================================================================== class Game_Interpreter  #--------------------------------------------------------------------------  # * Change HP  #--------------------------------------------------------------------------  def command_311    value = operate_value(@params[2], @params[3], @params[4])    iterate_actor_var(@params[0], @params[1]) do |actor|      next if actor.dead?      actor.change_hp(value, @params[5])      actor.perform_collapse_effect if actor.dead?    end    if $game_party.all_dead?      Graphics.fadeout(30)      $game_player.reserve_transfer($game_player.heal_map, $game_player.heal_x, $game_player.heal_y)            while $game_player.x != $game_player.heal_x && $game_player.y != $game_player.heal_y        $game_player.perform_transfer()      end      command_314()      Graphics.update()      fix_fadein    end  end  def fix_fadein()   end   def callCommonEvent(event_id)    @params = [event_id]    command_117  end  end  #==============================================================================# ** Game_Player#------------------------------------------------------------------------------#  This class handles the player. It includes event starting determinants and# map scrolling functions. The instance of this class is referenced by# $game_player.#============================================================================== class Game_Player < Game_Character  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  attr_accessor   :heal_x                  attr_accessor   :heal_y  attr_accessor   :heal_map  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias dayjavoo_gameplayer_initialize_gameover initialize  def initialize    dayjavoo_gameplayer_initialize_gameover()    @heal_x = $data_system.start_x    @heal_y = $data_system.start_y    @heal_map = $data_system.start_map_id  endend  #==============================================================================# ** Scene_Base#------------------------------------------------------------------------------#  This is a super class of all scenes within the game.#============================================================================== class Scene_Base  #--------------------------------------------------------------------------  # * Determine if Game Is Over  #   Transition to the game over screen if the entire party is dead.  #--------------------------------------------------------------------------  def check_gameover    if $game_party.all_dead?      Graphics.fadeout(30)      $game_player.reserve_transfer($game_player.heal_map, $game_player.heal_x, $game_player.heal_y)      $game_player.perform_transfer()      Graphics.fadein(30)    end  endend  #==============================================================================# ** BattleManager#------------------------------------------------------------------------------#  This module manages battle progress.#============================================================================== module BattleManager  @current_map_bgm = RPG::BGM.last   RPG::BGM.stop()  #--------------------------------------------------------------------------  # * Defeat Processing  #--------------------------------------------------------------------------  def self.process_defeat    $game_message.add(sprintf(Vocab::Defeat, $game_party.name))    wait_for_message    if @can_lose      revive_battle_members      replay_bgm_and_bgs      SceneManager.return    else      if $game_party.all_dead?        $game_switches[Remove_Game_Over::SWITCH_ID] = true if Remove_Game_Over::SWITCH_ID > 0        $game_player.reserve_transfer($game_player.heal_map, $game_player.heal_x, $game_player.heal_y)        $game_player.perform_transfer()        revive_battle_members        replay_bgm_and_bgs        SceneManager.goto(Scene_Map)      end    end    battle_end(2)    return true  endend
It will activate an switch when you are defeated in battle.

You can choose the switch ID here:

Code:
SWITCH_ID = 1
 
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--DanCar--

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For the moment I tried to add # to line 45-47 and, in a new game, after a defeat the party go straight to the starting point.

I would like to add 2 text commands exactly after the party pop up on the "start tile", always in the script by Day Ja Voo Games, but no clue where and how, aside the obvious line:

@>Text:'uglyicon',0,Normal, Bottom

:          : learn more tutorials!

About Archeia post,

It's beyond my (embarassing) low level of knowledge: I presume I must put it in the database of common events and then adding on map an event like:

$game_system.game_over_event_id "= x   
 

Hudell

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About Archeia post,

It's beyond my (embarassing) low level of knowledge: I presume I must put it in the database of common events and then adding on map an event like:

$game_system.game_over_event_id "= x   
Just add that script to your game, replacing the one you've been using.

Then create a common event in the database with anything you want to happen when the player is defeated in battle (and also teleport it to the initial position).

Finally, change this line:

@game_over_event_id = 1Replacing the number one by the number of the common event you just created.

That way, when you get defeated in battle, that common event will run and anything you add to it will happen.
 

--DanCar--

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I've done what suggested by Hudell, and everything is ok.

Thanks to all.

I think we can close the thread.
 

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