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Technical404

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So, i wanna make the game over only appear when its a full party wipe, but when the MC dies, after the battle it triggers an auto game over... is there a way to remove/change the way the game overs work in the overworld? Or just, idk, always remove the "dead" status after the battles
 

Roninator2

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The game over is only run if all party members are dead.
If you have other party members (battle members) that are alive but the main character is dead and still get a game over, then you have something put into place that does just that. If main character dies do game over.
 

bgillisp

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Note also that Game Over is also tied to state 1. If everyone in the party has state 1, you will get a Game Over, as the engine expects that to be the KO state. But as stated by default the engine does not Game Over only on MC death, but when everyone in the battle party is dead. However if you have the MC as the only one in the battle party and everyone else in reserve, that's still a Game Over.

Now if you do want to change it so that KO is removed after battle as you mentioned also, you can on state 1 just check remove after battle. That removes the dead status after every fight and those who were dead will have 1 HP now.
 

Andar

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My guess would be that you have installed a script that is configured to have exactly that effect, and never bothered to configure the script correctly.

It has been too long since I last worked with VXA, but if I remember correctly then yanfly's party manager has such an effect - are you using that script in its Ace-Version?

If yes then you now experience for yourself why every experienced developer always tells everyone to configure scripts or plugins one after another as soon as they are installed, and never to install them without configuring every option. Because you are not the first person whose game was messed up by ignored settings from scripts or plugins.
 

Oiiemenonemaeth

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I can't remember all of it, but I just erased everything between the game over portion in the script (but KEEP the same amount of lines just have them blank) and it worked for me with no problems so far, but you'll need some kind of common event that handles what happens when you're whole party is "dead." I don't use the battle system too, so I don't know how this would work with that :/ I'm not a scripter in any way, so this might be a goof idea, I'd try it on a practice project.
 

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Roninator2

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That's certainly not a good way to do it.
those methods should stay.
Instead search for the method itself.
The first one is in scene base and is def check_gameover.
This would be easy to search for.
CTRL+SHIFT+F type in check_gameover
See what results you get.
The second is a little more challenging as it come from Game_Interpreter and that is called when you put the command in an event for game over.
 

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I can't remember all of it, but I just erased everything between the game over portion in the script (but KEEP the same amount of lines just have them blank) and it worked for me with no problems so far, but you'll need some kind of common event that handles what happens when you're whole party is "dead." I don't use the battle system too, so I don't know how this would work with that :/ I'm not a scripter in any way, so this might be a goof idea, I'd try it on a practice project.
Did you actually test that? I expect when the party dies, your game is going to crash. That's probably not what the OP wants.

OP, as stated by others, gameover after first actor is KO'd is not the default behaviour, so first you need to find out why that's happening.

What scripts have you installed, and have you changed Skill 1 to be something other than Knockout and given it to all party members? How many are in your party at the time?

I've moved this thread to RGSSx Script Support. Thank you.

 

Oiiemenonemaeth

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Did you actually test that? I expect when the party dies, your game is going to crash. That's probably not what the OP wants.
Hey I said it was a goof idea lol there's definitely better ways to do it, I wouldn't of suggested it if it crashed on me at all though.

In this project there's a single character in the party and they die repeatedly (like over hundreds of times,) I have a "KO'd" common event that (basically) restores their hp and mp and sets them on a checkpoint spot when their hp is 0, it's never crashed on me ever. I just tested it with that "KO'd" common event turned off, and when the character's hp is 0 their hp is displayed in red but nothing happens, you walk around as them normally.

Like I said though, I initially did this a while ago, so I can't remember if I did something else with it too, and I'm no scripting expert so maybe there's a big whoopsie in it...
 

Oiiemenonemaeth

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OH but I've never used it in the battle system, I made my own system outside of it and have never tested it in the battle system, so it might not work their.
 

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@Oiiemenonemaeth , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.



I don't know how that could work for you. I removed the lines from just your first screenshot and started a new game. Didn't even get into battle. And I got this:
1681525440398.png

which is exactly what I thought would happen.

So if you have done the above and you're not getting any errors, you must have done other things as well (like remove the call to that method in addition to the method itself).
 

Oiiemenonemaeth

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Shoot, sorry! I'm new to forum posting and have very limited internet access, I'm still learning how to do it properly and politely :( Also I shouldn't of rush my answer without testing it thoroughly in a new project, it sounds half assed reading it back, oi I'm just a piles of faux pas *slaps self*

I've been trying all morning to recreate in a new project what I have in the project that works, but I can't do it! It still works fine in that project (the single character has 0 hp and the death state, but you can walk around just like normal) I think the things I did in the pics were just overkill after what ever the other thing I did is (I made a regular battle test too, and it just does nothing at all when the party dies.) I did have that line 78 in Scene_map blank too.

I'll keep looking at it, but I going home now till next week and don't have internet there, you'll probably figure it out before then.

Sorry again!
 

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I figured out what is was, i was misplacing a event where it would remove the party member before healing the player after the battle :v
 

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Oh nice you got it Sorry I face planted my attempt the other day, it wasn't even what you needed haha

I guess you don't need this at all, but... I might as well put it here...

Leave Game_Interpreter line 1167 blank...
XENgzcZ86q.png

Leave Scene_Map line 78 blank...
Dgq40567A4.png

And change BattleManager line 261 to hp = 0 if actor dead?
NYY9PAAeVx.png

it won't change encounters set in the map menu, they'll be regular game over, but event set battles with "continue if lose" you can have a whole dead party and continue (they can't use items or skills cause they're dead, you'll need an exterior method of healing them.)

Sorry I sent you on a goose chase @Shaz! I'll try to avoid more boobery
 

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