Necro_100000
Member
Necro_100000's Scene_Gameover
This is a simple script that was requested by a member of the forums. What it dose is once you die you can choose from several options after you get a game over.
Unlike other scripts this doesn't take you to an inn or a reference point. This simply lets you choose whether to continue form save, go to title, or shutdown.
What it dose:
It let's you choose from several options once you get a Game Over
Screen Shots:
I don't think any are relay required for this one. If anyone want's some I'll upload some.
The Script:
Right here! Simply place it above main and it's plug and play!
FAQs:
None Yet
Compatibility issues:
None Yet
Make sure you credit me if you use this script. Post here if you have any questions or issues! :thumb:
-Matt (Necro)
This is a simple script that was requested by a member of the forums. What it dose is once you die you can choose from several options after you get a game over.
Unlike other scripts this doesn't take you to an inn or a reference point. This simply lets you choose whether to continue form save, go to title, or shutdown.
What it dose:
It let's you choose from several options once you get a Game Over
Screen Shots:
I don't think any are relay required for this one. If anyone want's some I'll upload some.
The Script:
Right here! Simply place it above main and it's plug and play!
#==============================================================================
# Necro_100000's Scene_Gameover
#------------------------------------------------------------------------------
# This class performs game over screen processing.
#==============================================================================
class Scene_Gameover < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_command_window # Create command window
RPG::BGM.stop
RPG::BGS.stop
$data_system.gameover_me.play
Graphics.transition(120)
Graphics.freeze
create_gameover_graphic
end
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_gameover_graphic
$scene = nil if $BTEST
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_continue
when 1 #Give up
$scene = Scene_Title.new
Graphics.fadeout(120)
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(180)
end
#--------------------------------------------------------------------------
# * Create Game Over Graphic
#--------------------------------------------------------------------------
def create_gameover_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("GameOver")
end
#--------------------------------------------------------------------------
# * Dispose of Game Over Graphic
#--------------------------------------------------------------------------
def dispose_gameover_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
end
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, ["Continue?", "Give Up", "Shutdown"])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
if @continue_enabled # If continue is enabled
@command_window.index = 0 # Move cursor over command
else # If disabled
@command_window.draw_item(0, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
end
# Necro_100000's Scene_Gameover
#------------------------------------------------------------------------------
# This class performs game over screen processing.
#==============================================================================
class Scene_Gameover < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_command_window # Create command window
RPG::BGM.stop
RPG::BGS.stop
$data_system.gameover_me.play
Graphics.transition(120)
Graphics.freeze
create_gameover_graphic
end
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_gameover_graphic
$scene = nil if $BTEST
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_continue
when 1 #Give up
$scene = Scene_Title.new
Graphics.fadeout(120)
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(180)
end
#--------------------------------------------------------------------------
# * Create Game Over Graphic
#--------------------------------------------------------------------------
def create_gameover_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("GameOver")
end
#--------------------------------------------------------------------------
# * Dispose of Game Over Graphic
#--------------------------------------------------------------------------
def dispose_gameover_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
end
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, ["Continue?", "Give Up", "Shutdown"])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
if @continue_enabled # If continue is enabled
@command_window.index = 0 # Move cursor over command
else # If disabled
@command_window.draw_item(0, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
end
FAQs:
None Yet
Compatibility issues:
None Yet
Make sure you credit me if you use this script. Post here if you have any questions or issues! :thumb:
-Matt (Necro)