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I'm trying to implement a sort of non-game-over where, upon losing a battle, a player can elect to retry a segment of the game that they failed. To do this, I added a command window to the Game Over screen that lets the player choose between Retrying, Loading a Save, or Returning to the title screen.
My initial instinct was to have the "Retry" option set some variables and other game elements back to their status at the beginning of the segment, then return to Scene_Map using SceneManager.return - but all that did was close the game. After poking around a bit I found this was because Scene_Gameover is activated using Scenemanager.goto rather than Scenemanager.call, so the "stack" of scenes is destroyed and I can't return to anything.
So what I did was to modify all the Game Over scripts to use SceneManager.call(Scene_Gameover) instead. On first blush this seems to work well - the player is now returned to the map once I use a SceneManager.return line, instead of being bounced out of the game. But I'm not so well-versed in the "nitty gritties" of how data is handled behind the scenes. So my question is this: Will I introduce any risk, slowdown, or orphaned data by activating Scene_Gameover using the Call (rather than GoTo) command, or by subsequently using the commands SceneManager.call(Scene_Load) or SceneManager.return from the Game Over screen?
Any light you guys could shine upon this for me would be greatly appreciated. =)
My initial instinct was to have the "Retry" option set some variables and other game elements back to their status at the beginning of the segment, then return to Scene_Map using SceneManager.return - but all that did was close the game. After poking around a bit I found this was because Scene_Gameover is activated using Scenemanager.goto rather than Scenemanager.call, so the "stack" of scenes is destroyed and I can't return to anything.
So what I did was to modify all the Game Over scripts to use SceneManager.call(Scene_Gameover) instead. On first blush this seems to work well - the player is now returned to the map once I use a SceneManager.return line, instead of being bounced out of the game. But I'm not so well-versed in the "nitty gritties" of how data is handled behind the scenes. So my question is this: Will I introduce any risk, slowdown, or orphaned data by activating Scene_Gameover using the Call (rather than GoTo) command, or by subsequently using the commands SceneManager.call(Scene_Load) or SceneManager.return from the Game Over screen?
Any light you guys could shine upon this for me would be greatly appreciated. =)
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