Would this edit to the default script work?

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Zoltor

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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::Defeat, $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)?
 
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Zoltor

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I was hoping to do it without needing some else's script(so I didn't even look to see if there was a already made script out there), but the way the developers organized the default scripts, is the worst was possible, so yea lol It's probally better just to use a script that overrides the game over proc, instead of editing it.

(Sigh it wasn't made by Yanfly or Hime, looks like I'm gonna have to give credit to another person now) Yea this works perfectly, I even used that script call to change the common event ID used, and it worked without any issues. I also love the fact with this script, you can change the common event used on the fly.

That bonus feature will come in handy with a side quest I'm making(where if you die, It's not like a death during the reg game, you just get booted from the dungeon, and you don't get the usual penalties.

Thanks.
 

Shaz

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This is pretty similar to what you're suggesting too, with just a single line script mod.


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