Reset Map

luiscesjr

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Hello everybody!

In my game, I have set up a kind of a minigame using Khas battle script.

How? Well, the player buys a game on the local shop, and uses it on

the videogame that it's on his house.

When the player enters, he faces some many monsters, and so switches!

He goes from one level to the other, and so on.

The problem is, if the player dies, or gets out of this mini game, when he

come sback, all the switches, and itens in chests, are used, opened,

the monsters are already dead, etc.

Is there a way for me to reset this?

I figured I could do by erasing the events, but it's not working.

Sorry if my questions is unclear, and I appreciate any kind of help.
 

Zoltor

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I would suggest using a death events script, it calls a common event when you die, which you can use to reset all the switches.
 

Ultim

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You can make a switch when the player Exits that game,Toogle a Switch.That switch will reset everything.
 

luiscesjr

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Khas already provides a death common event, the problem is, it's a minigame,

I made a script to surpass this death common event so that the player

gets transferred back to his home, no exp (As it's a game, you don't

carry over the xp), no armor or weapons he might have got inside there.

The deathe event will be used when the battles happen for real.

How can I reset all the switches? There was a switch reset button on

older version os rpgm no?
 

Zoltor

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Khas already provides a death common event, the problem is, it's a minigame,

I made a script to surpass this death common event so that the player

gets transferred back to his home, no exp (As it's a game, you don't

carry over the xp), no armor or weapons he might have got inside there.

The deathe event will be used when the battles happen for real.

How can I reset all the switches? There was a switch reset button on

older version os rpgm no?
Damn you could've used a common event, doing fancy variable stuff, to prevent the char from keeping their stats, xp, ect after the mini game(it all could've been handled with a single common event). 

Well do this then: when you enter the minigame, turn on a switch, then make a autorun common event in your house, require that switch on, turn off all the switches you need off, that's all.
 
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luiscesjr

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I thought that doing this would sufice =)

When he transfer back (Dead or winning the minigame) He loses

his exp, and itens. Oh, and I will have to add the stats things. Forgot that

as I added Lune Skill tree, some people may add those when playing the

minigame.

A common event would be better for this?

I didn't quite get it.:

Player transfer to minigame map > Switch xxx ON at home on an autorun event >

Player do what he gotta do > Transfer back and ?

This autorun event at his home will erase when he transfer back? I set it to turn off

all switches inside the game?
 

Zoltor

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What is there to not understand? When you enter minigame, turn on a switch.

Wait a sec, the minigame is nothing but battles, right, there's no actual map is there?

Proving there's no map, it will work as I stated.

Make a common event require that switch on, then in the common event, turn off all the switches that, that minigame can possibly turn on.
 
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luiscesjr

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What is there to not understand? When you enter minigame, turn on a switch.

Wait a sec, the minigame is nothing but battles, right, there's no actual map is there?
Player transfer to minigame map > Switch xxx ON at home on an autorun event >

Player do what he gotta do > Transfer back and ?
Yes there are some maps. 

I think I got it anyway, I will turn off all the switches on player come back, right?

That's all? What about the events, like chests? They do not activate on 

switches, how would I reset them?

I will try as son as I get home and post the results.
 
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Zoltor

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Yes there are some maps. 

I think I got it anyway, I will turn off all the switches on player come back, right?

That's all? What about the events, like chests? They do not activate on 

switches, how would I reset them?

I will try as son as I get home and post the results.
Ok then yes, however you need to do it, depending how your game works, just make sure you turn off all the switches on return.

Well make them use switches :) , don't use the quick events to set them up, create them manually, using reg switches.
 
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luiscesjr

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I made them manually, but I didnt give them switches =) 

Maybe I can put a label? When the player transfer back to

his home map, activates a switch with a label that points back to the

event's first page?
 

Zoltor

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I made them manually, but I didnt give them switches =) 

Maybe I can put a label? When the player transfer back to

his home map, activates a switch with a label that points back to the

event's first page?
Don't tell me, you're doing the whole weird event graphic turn thing to open them huh, but then how do you stop someone from taking items from it after It's open(with a condition branch? ), if you don't use a switch.

I have no idea how you made your chests(you're eventing methods are really weird), but how about after the player hits the action button to open it, and the chest does whatever it does lol, put in a erase event command. As long as the player doesn't leave the map, and return within the same minigame run, that chest will be gone, plus it should reset when you reenter the minigame.
 
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luiscesjr

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Huuuuum. Wouldn't it look strange if the chest simply disappear? Hehehe

I did exactly this, the crazy graphical changes so that the chest appears to open.

There is a conditional for the player like.:

Open chest and take it's itens? Yes or No, on Yes the chest does it's graphical

gimnick and returns to the player the text "Chest empty" It's all in portuguese, so well

I'm translating the best way I can lol. Whenever the player clicks it again, it will

return chest empty.

Don't worry, I will try all your ideas. 
 

Zoltor

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Huuuuum. Wouldn't it look strange if the chest simply disappear? Hehehe

I did exactly this, the crazy graphical changes so that the chest appears to open.

There is a conditional for the player like.:

Open chest and take it's itens? Yes or No, on Yes the chest does it's graphical

gimnick and returns to the player the text "Chest empty" It's all in portuguese, so well

I'm translating the best way I can lol. Whenever the player clicks it again, it will

return chest empty.

Don't worry, I will try all your ideas. 
Not really since It's a mini game VG, within a VG lol(and actually it would have a arcade feel to it).

However if you don't want to make the chests disappear, can you please make the chest the normal way(you can even still do the weird graphic turn thing for eye candy purposes if you want), instead of using a condition branch, try this out. Make two pages, page 1 does It's weird turn thing, gives player item, and turns on switch. Where the 2nd page requires the switch on(the event graphic should be the opened chest), and it says, chest is empty., 
 
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luiscesjr

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And then I turn it off along all the other mini games switches? Me sa like that.

Not really since It's a mini game VG, within a VG lol(and actually it would have a arcade feel to it).
You have no idea of how many times I heard this since I started putting this

mini game there loool.
 

Zoltor

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And then I turn it off along all the other mini games switches? Me sa like that.

You have no idea of how many times I heard this since I started putting this

mini game there loool.
Yes, that's correct.

Lol yea, I could imagine.
 

luiscesjr

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It worked out man! I put switches everywhere, on chests, monsters, buttons,

etc.

When the players gets out of the map they are set to off, when they get back it's

all new and shiny again!

Thanks a bunch, problem solved.
 

Zoltor

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It worked out man! I put switches everywhere, on chests, monsters, buttons,

etc.

When the players gets out of the map they are set to off, when they get back it's

all new and shiny again!

Thanks a bunch, problem solved.
Yep np, glad to help.
 

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