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I think it should, I just want to make sure before hand, because if it doesn't, the game will be unplayable.
First I'll tell you what I want to do:
When you die, I don't want the player to get a game over screen(there really is no purpose for a game over screen in RPGs, since people are just gonna reload their last save anyway(or stop playing, because the 3min or whatnot delay kills their gameplay momentum. Lol I can't even count the amount of times I ended a gaming session earlier then I was hoping, just because the big delay caused by the game over screen).
Doing it the way I'm hoping, would also allow me to edit things in game when a player dies, instead of having the game just end, so needless to say there's every reason in the world to just have the player sent to their last save point, and no reason whatso ever to just have a game over screen.
Ok now here's the default script
def self.process_defeat
$game_message.add(sprintf(Vocab:
efeat, $game_party.name))
wait_for_message
if @can_lose
revive_battle_members
replay_bgm_and_bgs
SceneManager.return
else
SceneManager.goto(Scene_Gameover)
end
battle_end(2)
return true
end
I'm thinking, after the else, and instead of the scenemanager line, I can put:
$game_temp.reserve_common_event(10)
return_scene
Would that work as expected(note:btw the common event will have a transfer player, based on the 3 location variables set, when a player saves, and yes ofcourse at very least the party leader will be revived, all I need to know, is if the script will call the common event when defeated, instead of crashing)?
First I'll tell you what I want to do:
When you die, I don't want the player to get a game over screen(there really is no purpose for a game over screen in RPGs, since people are just gonna reload their last save anyway(or stop playing, because the 3min or whatnot delay kills their gameplay momentum. Lol I can't even count the amount of times I ended a gaming session earlier then I was hoping, just because the big delay caused by the game over screen).
Doing it the way I'm hoping, would also allow me to edit things in game when a player dies, instead of having the game just end, so needless to say there's every reason in the world to just have the player sent to their last save point, and no reason whatso ever to just have a game over screen.
Ok now here's the default script
def self.process_defeat
$game_message.add(sprintf(Vocab:
wait_for_message
if @can_lose
revive_battle_members
replay_bgm_and_bgs
SceneManager.return
else
SceneManager.goto(Scene_Gameover)
end
battle_end(2)
return true
end
I'm thinking, after the else, and instead of the scenemanager line, I can put:
$game_temp.reserve_common_event(10)
return_scene
Would that work as expected(note:btw the common event will have a transfer player, based on the 3 location variables set, when a player saves, and yes ofcourse at very least the party leader will be revived, all I need to know, is if the script will call the common event when defeated, instead of crashing)?
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