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Bravo2Kilo

Checkpoint System

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Checkpoint System

By: Bravo2Kilo

 

Introduction

This script adds a checkpoint system to the game. If the player dies, instead of a game over you will respawn at a checkpoint. This script also has a lives feature, when you die you will lose a life, if you have no lives you will get a game over.

 

Screenshot

none

 

Script

You can get the script from my blog here

 

Credit

- Bravo2Kilo

 

Terms of Use

Terms of use can be found at my blog

Edited by Bravo2Kilo

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I'm not a fan of game overs that mean you lose your progress and pretty much wasted your time.

I much prefer respawning in games. Nice one, B2K

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Does it save the game information at the checkpoint and reload it with the same information or does it let you keep your EXP and stuff you earned since the last checkpoint?

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Eh, it's too easy to exploit the game if you keep your items and experience. Needs an option to get rid of that, IMO.

I don't see how it would be easy to exploit a game, any event that runs after the checkpoint and before you respawn still happened, so lets say you opened a chest and got an item then you died you keep the item, but you can't go back to the chest and get the item again. Im also working on an option that will let you choose if they keep the items or if the items are removed etc.

 

Im kinda having trouble using this. I can seem to register the check point, im still getting a game over screen even though i used the script call

Are you turning on the switch that turns on the checkpoint system, because it isn't turned automatically turned on by the script? Or if you have the life switch on also make sure you are giving the player lives using the other script call.

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Im kinda having trouble using this. I can seem to register the check point, im still getting a game over screen even though i used the script call

Are you turning on the switch that turns on the checkpoint system, because it isn't turned automatically turned on by the script? Or if you have the life switch on also make sure you are giving the player lives using the other script call.

 

Edited: Thank you so much, finally got it to work

Edited by Virus

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Eh, it's too easy to exploit the game if you keep your items and experience. Needs an option to get rid of that, IMO.

I don't see how it would be easy to exploit a game, any event that runs after the checkpoint and before you respawn still happened, so lets say you opened a chest and got an item then you died you keep the item, but you can't go back to the chest and get the item again. Im also working on an option that will let you choose if they keep the items or if the items are removed etc.

 

Im kinda having trouble using this. I can seem to register the check point, im still getting a game over screen even though i used the script call

Are you turning on the switch that turns on the checkpoint system, because it isn't turned automatically turned on by the script? Or if you have the life switch on also make sure you are giving the player lives using the other script call.

 

What about enemies that drop a rare and powerful weapon or accessory? I'm sure they still drop it if you return to the checkpoint and fight them again, win the item, and then intentionally get yourself killed.

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I'm sure as a game developer using this system you would make it so that cannot happen. Perhaps this rare and powerful weapon or accessory only drops if you win, then you cannot fight them again.

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I'm sure as a game developer using this system you would make it so that cannot happen. Perhaps this rare and powerful weapon or accessory only drops if you win, then you cannot fight them again.

 

As in which you win the fight, set a switch switch to a blank event to keep it from respawning, or maybe a event progress to ease the event after you win the battle?

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What about enemies that drop a rare and powerful weapon or accessory? I'm sure they still drop it if you return to the checkpoint and fight them again, win the item, and then intentionally get yourself killed.

 

Then..........don't let them fight it again?

It's not hard to make sure your own game isn't bugged.

Edited by Tsukihime

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OK, let me explain this a little simpler. Let's say you hit a checkpoint, the game saves, and then you fight a boss, who is guaranteed to drop a great item. The next random battle, you purposely lose before the next checkpoint, so you restart the checkpoint and then fight that boss again, gaining the item over and over.

 

If this checkpoint system doesn't reset the game's information to the point where the checkpoint activated, then what is the point? If you have to manually place overrides on what the script does, then there isn't one. The developer shouldn't have to fight against the scripts they are using to make sure the game isn't exploited. In that case, the script shouldn't be used in the first place, because it's adding a hindrance to development, not a feature.

 

Is the user of the script able to manually insert checkpoints via Call Script to avoid situations like that or are they at the mercy of an automatic checkpoint system?

 

EDIT: Oh, another question I had. Is there some sort of visual confirmation that the player has reached a new checkpoint?

Edited by William C

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Is the user of the script able to manually insert checkpoints via Call Script to avoid situations like that or are they at the mercy of an automatic checkpoint system?

 

EDIT: Oh, another question I had. Is there some sort of visual confirmation that the player has reached a new checkpoint?

The script doesn't automatically register the checkpoints you have to register them via event script call, and if you want some kind of checkpoint visual confirmation you can set it up in the same event(example would be Yanfly's Gab Window, the text window, or an image).

 

You should test the script before you start hating on the script!!!

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You've got a few bugs in the script, particularly in the process_respawn method:

 

One I see right away...

 

current_exp = $game_actors[1].exp - $game_actors[1].current_level_exp

exp_loss = (BRAVO_CHECKPOINT::GOLD_LOSS * 0.01) * current_exp

Should probably be:

 

current_exp = actor.exp - actor.current_level_exp

exp_loss = (BRAVO_CHECKPOINT::EXP_LOSS * 0.01) * current_exp

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Is the user of the script able to manually insert checkpoints via Call Script to avoid situations like that or are they at the mercy of an automatic checkpoint system?

 

EDIT: Oh, another question I had. Is there some sort of visual confirmation that the player has reached a new checkpoint?

The script doesn't automatically register the checkpoints you have to register them via event script call, and if you want some kind of checkpoint visual confirmation you can set it up in the same event(example would be Yanfly's Gab Window, the text window, or an image).

 

You should test the script before you start hating on the script!!!

 

Nobody was hating on it. I asked important questions that you, the script author, did not explain in your original topic. It's your responsibility when creating the script topic to explain it to the people you're releasing it to. Saying "this script adds checkpoints" doesn't answer any questions. I asked if the possibility of exploits were considered. It's a perfectly valid inquiry. If you're unwilling to answer questions without whining about your work being "hated on" and demanding that the masses bugtest your scripts for you, then do us all a favor and don't release anything else.

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Nobody was hating on it. I asked important questions that you, the script author, did not explain in your original topic. It's your responsibility when creating the script topic to explain it to the people you're releasing it to. Saying "this script adds checkpoints" doesn't answer any questions. I asked if the possibility of exploits were considered. It's a perfectly valid inquiry. If you're unwilling to answer questions without whining about your work being "hated on" and demanding that the masses bugtest your scripts for you, then do us all a favor and don't release anything else.

All the questions you were asking could've been answered just by testing the script. Saying that im demanding the masses to bugtest my scripts for me is just plain retarded, I bugtest my scripts before I release them, having bugs are just part of coding you will rarely find a script without bugs on its initial release. You need stop being ungrateful, I spend some of my time writing scripts to release to the community, if you don't like my scripts don't use them.

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Some things being said here I feel have been a bit harsh. This appears to be a simple misinterpretation/misunderstanding, let's drop the argument.

 

My interpretation was that "respawn" meant come back to life at the checkpoint location and didn't mess with any of your switches.

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Not sure if this is a bug or not but it seems like i encounter an issuse where if i use this before a fight, batlle, whatever. Then die in battle, the checkpoint kicks in with battle music :\

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Any chance you can add a message after a player revives at the checkpoint that says "you have been restored at a checkpoint" or whatever?  It could say anything.  I think it would be helpful after the player dies to get a message indicating why they have been put back somewhere on the map.  Also, it could tell them what the restore cost was (gold, exp, etc.).  Thanks!

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