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regendo

GameOver with choices

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That sounds really weird. From my understanding, a script shouldn't be able to have any lasting effects that continue to exist even after the script has been completely removed, unless of course it actually alters files on your system or the way your project loads certain files (which seems to have been the issue you ran into in the other case you described).

 

Could you please provide links to the script(s) that conflict with my script?

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Sure.  What I'm using right now is these scripts IN this order

 

Sell-Only Shop - Seiryuki

Header - Tidloc

Item Dismantling - Tidloc

Blacksmith - Tidloc  -can no longer find a link for this one, might be added in with his alchemy-

Alchemy - Tidloc
Perfect Bank - Dekita

Blood Magic - Mr. Bubble

CSCA Skill Shop - Casper667

Transformation State - Fomar0153

Blue Magic - Fomar0153

EST - SUIKODEN RUNE - Estriole

your party script I asked you for

Light Effects - Khas Arcthunder

 

What I think is still being effected is one of these scripts.

Alchemy - Tidloc
Perfect Bank - Dekita

EST - SUIKODEN RUNE - Estriole

They're the only three I didn't completely replace.

 

The only script that still has coding from before I reinstalled them all is

Blue Magic - Fomar0153

Because it's got a section where you have to put in the spells a blue mage can learn... and that's a LARGE section to have to retype.  But I pasted from an external notepad back up I made of that section of the code.

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UPDATE:

 

It's the banking script.  It was making me keep 1 of everything in the bank after loading your script.  So I replaced it.  Fixed it and I could die.  So I made a copy of my game and reloaded your script.  The bank still works.  So I went to see if I could die.  No.  I couldn't.

 

I drop out with 1 hp.  And after a while of walking I get 26 hp.  But the next time I am in battle and die, it finally goes to the game over screen with your options.  Any clue why that'd be?

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Ah thanks, I didn't notice the post in the bank script's topic. I'll be looking into this and hopefully return with results.

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Thanks.  I'm glad I figured out which one was being effected. 

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I don't know much about scripting, but it seems to me that the retry option could be simpler by creating (or overwriting) a save file at the beginning of each battle, and then loading it when selecting retry.  Would have to prevent it from showing up in the load game menu somehow...

 

Just a thought.

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(Hope it's not a necro post) When I create an event and have a switch that triggers the game over from scene control. The game crashes. Is it possible to make a fix? I think instead of checking for the other methods, unless game over is forcefully called it should ignore the rest and just go to game over with just return to title, load, and shutdown options/choices.

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This kind of "constructive necromancy" is actually allowed in this forum section.

 

 

  • If a link to a script is broken and it hasn't already been noted in the thread, please post in the thread and request a reupload or fix. This is an exception from the necroposting rule, you will not get punished for doing this.
  • If you require help with the script, found a bug, or have something new to say that wasn't already mentioned in the thread (for instance an suggestion how to improve the script), you may post it as a reply to the thread. This is an exception from the necroposting rule, you will not be punished for doing this.

 

 

Anyways, regarding your problem. I've just tried it out with the most recent version of my script, and both the "Game Over" event command and the game over by losing in battle seem to work just as intended. Both with and without the retry enabled.

 

How exactly is your event set up?

Do you include any other scripts that alter Scene_Battle?

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@regendo. I recopied your script and tried to replicate the issue I had before, but it seems that it's gone. I think I might have accidentally copied extra things onto your script. Sorry xD. The game over thing is working now, thanks! :D

 

The way the event is set-up is like a heavy rain game play. If the player fails to input the keys, they die when the variable meets the requirement for the conditional branch switch: this is where game over glitched before (but it works now as mentioned above).

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(Edit) Also, it seems I forgot to actually add the feature I promised two posts above. I will start working on this tomorrow since it's already pretty late in my timezone.

*Cough* *Looks at calendar, then back at post date*

It seems I have a pretty loose definition of "tomorrow". Or a procrastination problem, probably both.

 

Anyways, I'm back in the business and will start looking into this now. Expect this feature to be released within the week.

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Update

 

+ Introducing the new customisation option: REGAIN

If set to true (default: false) in the module, items, weapons, and armour that have been lost in the battle will be regained upon retry.

Of course, this will do nothing unless the RETRY option is set to true as well.

 

+ No known bugs were introduced in this update.

 

The source link in the opening post and the downloadable .rb file have been updated to the most recent version.

 

Future plans:

 

+ Option to lose money when retrying. (Death Penalty ↑)

+ Option to lose random items (optionally including equipped armour and weapons) when retrying. Not including key items. (Death Penalty ↑, Difficulty ↑)

+ Option of retaining the HP and MP values the battle originally started with. (Difficulty ↑)

+ Option of enemies retaining damage from the previous fight. (Difficulty â†“)

~ Possibility of a rewrite to beautify code. Depends on free time, level of boredom, and level of narcism. (Won't balance anything)

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I recently moved the repository to github. OP has been updated to contain the new links.

The rewrite is in progress. Some of the future plans mentioned above should follow shortly after it.

 

(edit)

v2.0-gowc is released! The download link in the OP has been edited. From the update notes:

This script was completely rewritten!

v2.0 contains all functionalities of v1.3, including the option to regain used items when retrying a battle! Additionally, v2.0 features more and easier to find customisation options.

Future updates will contain even more options for retrying the battle and are expected to come soon.

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v2.1-gowc is out. The links in the OP have been updated. Here's the changelog:

 

New features in version 2.1:

  • chance to lose gold on retry
  • chance to lose items, armour parts, and weapons on retry

Bugfixes:

  • items used in retried battles are now properly restored in subsequent retries

Missing features:

  • player is not notified about losing gold
  • player is not notified about losing items, armour parts, or weapons

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found an error

 customisation

spellcheck man

 customization!

Assuming that American English is the only correct English. ;)

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Hi regendo

 

I had the opportunity to test out your newest version of this script. Unfortunately it produced an argument error whenever a random battle starts.

 

The error says, in its exact words: "wrong number of arguments (1 for 3)"

 

Something about the latest update broke your script.

The script I tested is version 2.2-gowc pre 

 

The previous version worked fine (before the update).

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"2.2-gowc pre" is a Pre-Release version and, as the commit notes say, untested.

 

If you simply want to use the script, please stick to the full versions - the most recent one being v2.1-gowc - and stay away from the pre-releases. They are mainly there because I like to document all changes I do (also for the slight chance that there is someone out there interested enough to want to stay up-to-date with all of my changes). Still, thank you for your bug report, it'll come in handy.

 

That said, I guess I should improve the first post and have it link to the most recent full release instead of the most recent version. This will happen as the same time as the release of v2.2-gowc.

 

And here's to what I actually intended to say in this post:

The next release will enable resetting the party's hp, mp, and tp values, as well as all states. This should make it possible to not only retry, but actually re-start the battle with the same opportunities as in the initial battle.

 

I also consider splitting this script in two - a GameOver with Choices script that has the three basic choices and allows to easily add new ones, and a GameOver Retry (name not finalised) that expands GOWC with all these neat retry functionalities. Any input on that?

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@regendo

 

Ah, thanks for the explanation. That clarified everything.

I like the idea of having a basic script and a more advanced customizable script. 

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Just wanted to say that I'm currently working on the split. v2.2-gowc will be skipped, so the next version will be v3.0-gowc (and v1.0-gorb for the retry script). v1.0-gorb will also include some empty methods that will come in handy if you choose to expand the script with your own functionalities.

 

Restoring TP probably won't be in this update, but it will be in a future one (of GORB, that is). The hp/mp/states part already works.

 

I did not manage to reproduce your bug, caparo. However, I fixed another bug, and I suspect that to be the reason behind it all.

The error messages didn't appear in the very first battle you started, only in subsequent ones, right? If so, that should be fixed.

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I'm not sure if this was posed, but is it possible to set a switch that can deactivate this script? For the purpose of a fight you are supposed to lose for the story's sake.

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You can mark a battle as "can be lost" when you create it. That way, losing the battle will return you to the normal map where the battle started (and then you can do some eventing stuff that advances your plot).

 

If this "can_lose" flag is set, my script shouldn't do anything.

 

Edit: You can set this flag in the "Battle Processing" dialogue. I only found a spanish screenshot of this on google but it's the check at the bottom that translates to "continue if the group loses".

Edited by regendo

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You can mark a battle as "can be lost" when you create it. That way, losing the battle will return you to the normal map where the battle started (and then you can do some eventing stuff that advances your plot).

 

If this "can_lose" flag is set, my script shouldn't do anything.

 

Edit: You can set this flag in the "Battle Processing" dialogue. I only found a spanish screenshot of this on google but it's the check at the bottom that translates to "continue if the group loses".

That's what I thought would happen, but when I tried it, the menu came up.

I re-downloaded the script here and it worked as you said it should. I guess I had an older outdated version. Sorry for my incompetence, and thank you for your quick reply.

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Hey Regendo, I suppose this is a good place to ask this.

 

Your script is pretty rad.  I'm running into an issue I posted about not too long ago.  When I access the save menu from the game over menu set up by this script, I discovered you can back out of the save screen and undo the game over, basically playing as if you completed the battle normally.  It...kinda makes it so dying doesn't matter if you know about it, and can cause errors elsewhere.  Any idea why that might be happening, or any potential fixes?

Thanks.

Edited by jk_guys

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That does sound weird but I think I know the culprit. I'll get back in touch with you when I've worked on this.

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