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Post by nerussentia on Sept 7, 2006 15:56:26 GMT -5
I created a room for the party to go to when the party is dead. It teleports you to this small room with the grim reaper telling you that you died and all other . If you speak to him and select the option "I wish to live again, PLEASE!!!" then it give you options to either start from the last save point, start battle over, or quit the game. I have two problems I'd love the help for. 1) I used the Set Escape content to go off after battle (I think this might be a bad idea) and want to know if theres a substitute to go off before or after battle to save the battle the way it was before battle. 2) The party doesn't teleport to the dead room unless they die on the map. They go to a save point, but the game thinks that the events were complete and skips them. Where do I place the Teleport: Warp content on my scripts in order for it to go off when the party dies? Thanks in advance... Nerus Sentia!
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Post by Deleted on Sept 7, 2006 19:46:44 GMT -5
First off, it's definitely best to post stuff like this in the Tech Help Forum!!!!! Doan or Ves'll probably move it there in no time. You'll get MUCH more help there. 1) Look at Dungeon Warden's 'Advanced RPGM2 FAQ' here doanthenado.com/guides.html . There's a default variable that changes depending on whether the party wins, loses, etc. a battle! Depending on what that is, you can have different things happen after certain battles. I know that's one way of doing things at least. I'm sure Dungeon Warden will comment on this and know more! I've used this technique to ensure that the player WINS event battles, actually. I highly advise against warping the player back to before the battle. In Kuromei Chronicle (sorry Smurf! It was awesome otherwise!) I got stuck in an endless loop where I kept warping back to an Auto Event with a boss fight I couldn't beat. 2) Default 'Party Defeated' script, right Dungeon Warden? That would make most sense to me at least. It's been quite a while since I've worked with most of those default scripts though.
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Post by Dungeon Warden on Sept 7, 2006 21:06:21 GMT -5
1. Var17: Battle Result will equal 2 if the party dies in battle. You can only control what happens after a battle if it was an event battle and you disable the default battle end scripts.
2. Wipeout Recovery is the script that deals with party death. The Battle result should still equal 2 at this point if the party died in battle (test just to make sure), so you may be able to do something special if the party dies in battle instead of by other means.
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Post by Doan the Nado on Sept 8, 2006 8:13:44 GMT -5
He can post whatever he wants in his own forum. I will only move this topic if he asks me to, but it is a good idea to post questions like this in the Tech Help forum. I'm usually reluctant to give a lot of technical help in these forums because who is going to come looking here for answers to their questions?
As for restoring the "before battle" status, that would be a bit complicated. You would basically have to save all of the variable quantities before battle, and in the event of a loss, restore them all again. One way to do this would be to create a second party member for every member, in the same order they are numbered in. Then, you could use a Repeat loop to loop over all the members and save their stats before battle by loading their info and then saving it to that backup member. To restore their stats, you would just do the opposite.
Restoring items would be a little harder, so maybe the better solution would just be to tell the player that if they restore to just before the battle, they will not get back the items they used in battle. That seems like a pretty fair penalty to me. If they want to keep all their items and everything, then they would just have to return from the last save point and start from there.
If you read what he posted, he was going to give the player the choice of what to do. This should certainly avoid the endless loop problem.
Oh, and as for setting an escape point, you would want to do it right before the battle.
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Post by nerussentia on Sept 8, 2006 13:05:19 GMT -5
Thanks dudes. But how exactly can I save information before battle. Nash told me a lot, but I still need the game to save it all before battles incase they die in battle.
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Post by nerussentia on Sept 8, 2006 13:19:54 GMT -5
About wipeout recover...
000- Screen Effect: Color= Black Trans=0% 30F 001- Data: Flag (Stat check Type) On 002- Data: Variable: (Member Order)=(0 fixed)+(0 fixed) 003- Data: Member Info: Change to Member order 004- Target Data: HP=999 005- Target Data: MP=999 006- Target Data: Action Status Remove 007- Target Data: Condition Status Remove (Poison) 008- Data: Flag (Stat check Type) Off 010- Data: Flag (Sample Flag 52) Off 012- Data: Flag (Sample Flag 53) Off 014- Data: Flag (Sample Flag 54) Off 016- Data: Flag (Sample Flag 56) Off 018- Data: Flag (Sample Flag 57) Off 019- Data: Game Info: Load 020- Data: Variable: (Total Money)=(Total Money) divided by (+2) 021- Data: Game Info: Save 022- Teleport: Warp to Saved
Do I just change Teleport to the Dead Room? Is this where I decide what happens after death? Anything put here will effect the party when ressurected?
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Post by thetruecoolness on Sept 8, 2006 14:45:12 GMT -5
Yeah, and then you will need an enter map script on your death room. If they enter they want to continue, do Warp to Saved. If they enter the other end the game.
Of course notice that script will only revive the leader, fill his health, and half the parties money. It also only removes poison (the only out of battle condition in the sample data I believe), so if you have more possible effects that linger after battle you'll need to remove them as well.
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Post by nerussentia on Sept 8, 2006 16:53:53 GMT -5
The enter map script is done. It revives everyone I made sure of it and it gives them all 1 HP until they get revived... It then takes them to the save point or the before battles (which I still cannot get).
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Post by Doan the Nado on Sept 8, 2006 19:13:59 GMT -5
You just have to use Set Escape Point before entering every battle (add it to beginning of the script that takes them into battle). Then when leaving the death room, use the "Warp to Escape" command, or whatever it's called (maybe it's just "Escape").
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Post by nerussentia on Sept 9, 2006 17:53:35 GMT -5
But that would defy the purpose of the escape magic I actually use. Theres got to be someway. I think the temporary teleport would work.
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Post by Neo Samurai on Sept 10, 2006 7:50:31 GMT -5
Is this "warp back to the beginning" option only for event battles? Because I have an idea for such a thing and still keep the Escape magic. You're going to create a variable known as "Battle Warp". Now, at the beginning of each script that starts an Event Battle, you'll place a certain number into it (For instance, if it's the first battle, number 1; the second, number 2. Hopefully, you get the idea). Now, when you go to the "Game Over" room and ask to be brought back at the beginning of the battle, call this script: "Battle Warp" SB: Sort: [Battle Warp] Apply If+1 (Warp back to first battle) Apply If+2 (Warp back to second battle) (Repeat for every event battle) This is probably the easiest way I can think of.
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Post by nerussentia on Sept 10, 2006 21:39:19 GMT -5
Hmmm... I get the idea of the warp back to battle, but how would I have it so that all their stats from the start of battle are the same? Is that possible? If only I knew some quick save script.
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Post by Doan the Nado on Sept 10, 2006 22:53:56 GMT -5
That's what I was telling you how to do. Let's say you have 20 party members from 1-20. To save all of their stats before a battle, you would need 20 more party members to hold the backup stats, from 21-40. The script would be quite simple:
Data: Variable [Member Number] = 1 (I think the Member Number variable is 56) SB: Repeat: Var [Member Number] <= 20 -- Member Info: Load -- Data: Variable [Member Number] = [Member Number] + 20 -- Member Info: Save -- Data: Variable [Member Number] = [Member Number] - 19 SB: End
Now that script will simply start with the first member, load his stats, and then save them in Member 21's spot. Then it will load Member 2's stats and save them in member 22's slot. For your own purposes, replace the two 20's with however many total members you have, and replace the 19 with one less than the number of members.
So that takes care of saving the stats before battle. If you want to restore the stats after the Death Room, you just need to do the opposite:
Data: Variable [Member Number] = 21 (or one more than your number of members) SB: Repeat: Variable [Member Number] <= 40 (number of members X 2) -- Member Info: Load -- Data: Variable [Member Number] = [Member Number] - 20 (number of members) -- Member Info: Save -- Data: Variable [Member Number] = [Member Number] + 21 (number of members + 1) SB: End
So yeah, there is a quick save script. All you have to do is write it, and then it's there. Of course, that saves the stats of all the members, even those who aren't in the party, but that should not really be a problem. A script that first checked who was in the party and then performed the save for only those members might run slightly faster, but it would be so much longer and harder to understand/maintain that it wouldn't be worth the slight improvement in runtime efficiency. The script above will save the stats of all the members so fast that you won't even notice (that's just a guess... I haven't actually implemented this myself).
I hope that helps.
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Post by nerussentia on Sept 11, 2006 10:28:54 GMT -5
Alright I get the basic idea. Thanks man. I'll use this after I am done with the secret characters and civilian backup defense system.
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Post by Doan the Nado on Sept 11, 2006 11:06:39 GMT -5
Shoot... I just realized that those "Game Info" Loads should be "Member Info" instead. I have edited the post.
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