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CUSTOMER GAMEOVERS FOR RM2K

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One other thing I desperately need some help with is trying to get a custom game over event for rm2k. I hate the current one which is just "gameover you lose back to start" and was hoping to replace it with something that takes you back to the last save point or something with all your stuff (exp, gold) intact. I can code that part but the problem is getting rm2k to do ANYTHING after the gameover is triggered. It's pretty much triggered the very instant everyone's HP is at 0, despite my pleas with rm2k by dumping tons of "WHEN HERO HP = 0" events in the battle.

Is there a trick I'm missing here or maybe a patch?

edit: ugh accidentally wrote "customer" gameovers. That's what I get for posting at work.
I believe the only way to do this is to have on-map battles with the 'Defeat Case' set to 'Add Case' instead. I suppose you could make your own random encounter common event that checks a randomly generated number then sends you to combat, then has the 'defeat = add case' part.
Or - and I am not sure about this so you might want to mess about and check it out - make a battle event that is triggered when your character health hits 0 and have it quickly restore life, but end the battle. Not sure if it would work.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
There are situations where this will not work. My RM2K3 game gives the player an instant game over anyway even if the defeat handler is set to custom - if the player party is ever at 0 HP outside of battle then you get an instant game over regardless of anything else. Any time you change the player's team, you have to revive everyone first, because party members must be removed one by one sequentially in an event, and if you remove all the living ones, then the player gets a game over before the event can process the next command.

I think this is related to the RPG_RT version or the engine version or something. It's clearly not supposed to happen.
author=Liberty
Or - and I am not sure about this so you might want to mess about and check it out - make a battle event that is triggered when your character health hits 0 and have it quickly restore life, but end the battle. Not sure if it would work.

Just gave that a shot. The trigger was Hero Exhaustion (I'm not even entirely sure what that variable is, the helpfile is incredibly confusing regarding it) = 100-100, which I assume is a party wipe. It didn't work however.

edit: with all the wacky/useful patches available for rm2k (auto-enter, BEVC, power patch, etc) I'm surprised there isn't a gameover patch yet honestly
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Hero Exhaustion will only be 100 if your entire party's HP and MP are both at 0.

Also, the battle event will not work anyway, because the battle will end before the event has a chance to run.

What you need to do is change how losing is handled. When you start a battle in an event, you can specify for it to run a special handler in the case of a game over. For random battles... I don't remember how to change it in RM2000. In RM2003 there's an option in the database somewhere (on the page where you set up party member row positions, I think) that lets you change the random battle loss handler from Game Over to a common event. But, like I said, in at least some versions it seems to not work.
Try having a battle event set to Character HP = 0
Then have it remove death, turn on a switch to say you died, end battle then have a common event that does whatever effect you want done after the battle. Teleporting to a church or fully restoring health, for example.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
A battle event will absolutely not work no matter what. The battle ends when your party's HP is 0, and does not give time for any events to run. Any handler has to be outside of battle. RPG Maker includes an easy automatic way to do this, which I described above.
The GameOver event handler was added in 2k3, it isn't in 2k. You'll have to make every encounter handled by an event which I'd recommend anyways. Make a common event random encounter handler that gets the player in random encounters.

ie Make a map event

AutoStart
Switch: RandomEncounters ON
Variable REGroupIDLow 5
Variable REGroupIDHigh 10
Erase Self

And a common event

Parallel Process when Switch RandomEncounter is ON

Variable OldX = Current Hero X
Variable OldY = Current Hero Y
Key Input: 4dir buttons, wait for input
Variable NewX = Current Hero X
Variable NewY = Current Hero Y
if OldX =/= NewX and OldY =/= NewY
Variable RandomEncounter? = Random Number 1-100
if variable RandomEncoutner > 95
Variable FightGroup = Random Number between Variable REGroupIDLow and variable REGroupIDHigh (is this possible in 2k?)
Trigger Fight with Enemy Group in variable FightGroup
LoseCondition:
Call Common Event: GAME OVER EVENT
endif
endif

I did something similar in Demon's Gate. I made my own random encounter event (which stupidly enough wasn't a common event, I kicked myself over that once or twice) because I wanted the game to remember and restore all used items if the player died (and give the player a set number of free steps between fights and the ability to change who you fought on a map). It's really handy to have and it can handle Game Overs in encounters fine as long as you avoid the conditions LockeZ mentioned (die out of battle, remove characters in the party so only dead ones are alive)
Yeah, I suppose that's the only way it can be done, ie: through a custom random battle generator. It'll be a pain implementing this on every map but at least the outcome will be worth it, and at least I'll have more control over encounters and the rate of them. Sounds good to me!

edit: oh sweet, and there's a helpful script for it right above me. Thanks! I'll give it a shot and let you know how it turns out

double edit: and just fyi, a random number between a group of variables is definitely possible thanks to the handy "variable (variable #)" condition/trigger
I can create a patch for you which replaces the "Game Over" screen with a teleport.

Please tell me which location you want to be teleported to (Map ID, X, Y). Before the teleport, I'll set the hero opacity to "hidden" you can re-teleport it without being seen by the player.
author=Cherry
I can create a patch for you which replaces the "Game Over" screen with a teleport.

Please tell me which location you want to be teleported to (Map ID, X, Y). Before the teleport, I'll set the hero opacity to "hidden" you can re-teleport it without being seen by the player.


Cherry you are a godsend to the rm community. Seriously BEVC has saved my game in so many ways... In regards to the gameover patch, if you wanted to release the patch publicly I can deal with a basic ID: 1 X: 0 Y:0 deal, but if it's not a big deal to change the Map ID for the patch then I can make use with an ID: 1256 and 0 X Y.
Which RPG_RT.exe version and which patches (if any) do you use?
Pretty sure the only patches I'm using on the actual executable is v.185 and the disharmony patch. As for patches that don't actually patch the executable (I think) I'm using BEVC, which means I have scripts in common events and battle pages where they aren't supposed to be (not sure if that makes a difference)
author=GreatRedSpirit
The GameOver event handler was added in 2k3, it isn't in 2k. You'll have to make every encounter handled by an event which I'd recommend anyways. Make a common event random encounter handler that gets the player in random encounters.

One problem with custom random encounter systems in RM2K3 is that it doesn't prioritize events very well. What I mean by that is if you step on a teleport event or something that triggers a cutscene, your random encounter event will override it since it calculates your position change as soon as you start to move, rather than once you feet are firmly planted. If that makes sense.

One way I've gotten around this is in every teleport event (or whatever), I turn the RandomEncounter switch off, reduce the "Steps" variable by one, and then turn the Random Encounter event back on (unless I don't want it back on). Then, I add a 0.2 second wait before the battle is triggered in my random encounter common event, and put in a conditional branch which verifies that the RandomEncounter switch is still on, and if it isn't then it breaks the process. This seems to avoid problems.

My encounter system is steps-based, unlike yours, since I like to have a more defined threshold (and I get angry when a battle triggers after five steps or less, just because my random number generator was unlucky). It looks like this, if my explanation was difficult to understand:


Name: Random Encounter
Trigger: Parallel Process
Trigger Switch: 0228:RandomEncounter

<>Memorize Location: [0449:MapID], [0450:HeroX], [0451:HeroY]
<>Wait: 0.1 Sec
<>Memorize Location: [0442:MapID2], [0443:HeroX2], [0444:HeroY2]
<>Branch if Var [0450:HeroX] is V[0443:HeroX2] Not
<>Variable Oper: [0446:Steps] + , 1
<>
: Else Handler
<>Branch if Var [0451:HeroY] is V[0444:HeroY2] Not
<>Variable Oper: [0446:Steps] + , 1
<>
: End
<>
: End
<>Memorize Location: [0449:MapID], [0450:HeroX], [0451:HeroY]
<>Branch if Var [0445:Steps] is V[0447:MaxSteps] or more
<>Wait: 0.2 Sec
<>Branch if Switch [0228:RandomEncounter] is ON
<>Call Event: Encounter!
<>
: Else Handler
<>End Event Processing
<>
: End
<>
: End
<>

One alternative I've found as a pretty effective step-counting mechanism is using a dummy party member who has a Regen+1 item equipped. It's more accurate to count health than trying to count steps. It just gets annoying having to juggle a fake party member so I abandoned that.
Jude
One problem with custom random encounter systems in RM2K3 is that it doesn't prioritize events very well. What I mean by that is if you step on a teleport event or something that triggers a cutscene, your random encounter event will override it since it calculates your position change as soon as you start to move, rather than once you feet are firmly planted. If that makes sense.


Totally makes sense. I just checked out my system which is a bit different than what I wrote above and is closer to yours and mine handles event collision/priority issues you mentioned by having the encounter first before the teleport/cutscene event triggers. I don't remember this bug at all so it's a sign of my lack of thorough testing. Fun test: Step onto a boss trigger event, have a random encounter occur before the boss fight, *then* get in the boss fight! Ah well, too late to care about it now.


Jude
My encounter system is steps-based, unlike yours, since I like to have a more defined threshold (and I get angry when a battle triggers after five steps or less, just because my random number generator was unlucky).


Thank god. It wasn't in my awful example but I did something similar. So many free steps between encounters a linear function past that so FreeSteps+1 has a low chance of an encounter but FreeSteps+30 has a much greater chance. No time between encounters is my biggest issue with random encounters. Games like pokemon have encounters when you change the direction you face and it pisses me off every time it happens.


The regen party member is a neat alternative I never thought of. I wasn't too worried with the step counter being accurate though and your experiences with it were probably even more annoying than I imagine.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=GreatRedSpirit
Jude
One problem with custom random encounter systems in RM2K3 is that it doesn't prioritize events very well. What I mean by that is if you step on a teleport event or something that triggers a cutscene, your random encounter event will override it since it calculates your position change as soon as you start to move, rather than once you feet are firmly planted. If that makes sense.
Totally makes sense. I just checked out my system which is a bit different than what I wrote above and is closer to yours and mine handles event collision/priority issues you mentioned by having the encounter first before the teleport/cutscene event triggers. I don't remember this bug at all so it's a sign of my lack of thorough testing. Fun test: Step onto a boss trigger event, have a random encounter occur before the boss fight, *then* get in the boss fight! Ah well, too late to care about it now.

It doesn't actually override the boss event. Because it calculates your position change as soon as you start to move, the random battle happens mid-step as soon as you start to move. Then the random battle ends and you finish your step. Then the boss battle occurs.

Now, if you have a custom victory screen after every random battle, THAT will mess up. It took some serious kludging for me to fix that. But I guess this topic has been derailed enough, so I won't go into it.
author=LockeZ
It doesn't actually override the boss event. Because it calculates your position change as soon as you start to move, the random battle happens mid-step as soon as you start to move. Then the random battle ends and you finish your step. Then the boss battle occurs.


Not for me. It will actually cancel the on-touch event since I'm teleporting the player to a new map, then upon victory teleporting him back on top of the on-touch event, which doesn't trigger it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Ah. I thought we were only talking about the default battle system. If you are using a custom battle system that teleports the player to another map, then yes, I can see how that would be the case. You may wish to teleport them back to the tile they just stepped off of rather than teleporting them to the tile they were about to land on.
author=LockeZ
Ah. I thought we were only talking about the default battle system. If you are using a custom battle system that teleports the player to another map, then yes, I can see how that would be the case. You may wish to teleport them back to the tile they just stepped off of rather than teleporting them to the tile they were about to land on.


Why? I all ready have a working solution.
author=golbez
Pretty sure the only patches I'm using on the actual executable is v.185 and the disharmony patch. As for patches that don't actually patch the executable (I think) I'm using BEVC, which means I have scripts in common events and battle pages where they aren't supposed to be (not sure if that makes a difference)


Okay, but which version of RPG_RT.exe do you have? You can, for example, open your project with Hyper Patcher 2 to determine the version.
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