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Posts: 49
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RM Skill: Beginner
Wora's Battle Retry + Checkpoint System
Version 1.0 Woratana + Adon237 January 27, 2012
Introduction Hello, if you have used Wora's Battle Retry, and love it, chances are you will be liking this script as well! It still has the Retry feature, but now a "Return from Last Checkpoint" feature has been added!
Features • Set switch ID to enable/disable battle retry during the game • Editable command's text, command's window width and Y-coordinate • You can choose to record party actors stat (HP/MP/States) before battle • Use Variables to keep track of what map to transfer to for Checkpoints. • Controlling can be done from any old change variable command.
Script
Clicky
CODE
#=============================================================== # ● [VX] ◦ Battle Retry ◦ □ With an added Checkpoint System by Adon237 # * Enable player to retry the battle after losing * # ** Note: Read the setup part before using this script ** #-------------------------------------------------------------- # ◦ by Woratana [woratana@hotmail.com] # ◦ Thaiware RPG Maker Community # ◦ Released on: 29/02/2009 # ◦ Version: 1.0 #-------------------------------------------------------------- # ◦ Update: #-------------------------------------------------------------- # □ Version 1.0 (29/02/2009) # - Set switch ID to enable/disable battle retry during the game # - Editable command's text, command's window width and Y-coordinate # - You can choose to record party actors stat (HP/MP/States) before battle # - Use Variables to keep track of what map to transfer to for Checkpoints. # - Controlling can be done from any old change variable command. # #-------------------------------------------------------------- # ◦ Compatibility: #-------------------------------------------------------------- # □ This script will rewrite 0 method(s): # # # □ This script will alias 5 method(s): # Scene_Gameover.perform_transition # Scene_Gameover.terminate # Scene_Gameover.update # Scene_Battle.battle_end # Game_Interpreter.command_301 # # □ This script should work with most scripts, except for some modifications # of Scene_Gameover # #-------------------------------------------------------------- # ◦ Installation: #-------------------------------------------------------------- # 1) This script should be placed JUST BEFORE ▼ Main Process. # # □ Like this: # ▼ Materials # ... # ... # * Battle Retry # ▼ Main Process # Main # # 2) Setup this script in Setup Part below. # #-------------------------------------------------------------- # ◦ How to use: #-------------------------------------------------------------- # □ Place this script and setup in the setup part. # #================================================================= # ALL ABOUT >>> THE CHECKPOINT SYSTEM #================================================================= =begin Checkpoints are areas a player can decide to return to by selecting the 'Return to Last Checkpoint' option in the game over screen. Checkpoints can be handled by events. You will need to set the variable you chose for "LASTCHECKPOINT_VAR" to the map ID the player is currently on, "CHECKX" to the current X, "CHECKY" to the current Y. For example, if you have 'save points' you would set so each time they use the savepoint, the variable for "LASTCHECKPOINT_VAR" to the current MAP ID. Then the variable for "CHECKX" to the player's current X position, and "CHECKY", to the player's current Y position. Then next time they "GAME OVER", if they select the "RETURN TO LAST CHECKPOINT" option, they will be transferred to that save point. =end # #================================================================= class Scene_Gameover < Scene_Base
#================================================================= # ++ Setup Part #----------------------------------------------------------------- BATRETRY_SWITCH_ID = 998 # Enable Battle Retry if this switch ID is ON # Disable Battle Retry if this switch ID is OFF #Retry Battle # Return to Last Checkpoint #Return to Title Screen BATRETRY_COMMANDS = ['Retry Battle', 'Return to Last Checkpoint', 'Return to Title Screen'] # Text on command window asking for Battle Retry # E.g. ['Go back to battle', 'Exit to title screen']
BATRETRY_RECORD_PARTY_STAT = false LASTCHECKPOINT_VAR = 101 # Variable that keeps track of the map ID that you transfer to when # selecting the 'Return to Last Checkpoint' option. CHECKX = 102 # The ID of the variable that decides the X location to transfer to on that # specific map. CHECKY = 103 # The ID of the variable that decides the Y location to transfer to on that # specific map.
# Record party members' HP/MP/status before going to battle? (true/false) # # - If this set to true, if Ralph has HP 30 before battle and got poisoned. # When player retry the battle, Ralph will still has HP 30 and poisoned. # # - If this set to false, all the members will get full HP/MP and no bad status # after retry the battle. #=================================================================
alias wora_batretry_scego_pertran perform_transition alias wora_batretry_scego_term terminate alias wora_batretry_scego_upd update #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args) if $game_temp.battle_retry? super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 # Battle Retry # If recorded party stat, load recorded data $game_system.remembered_bgm.play unless $game_temp.last_troop_actor.nil? $game_temp.last_troop_actor.each_key do |id| data = $game_temp.last_troop_actor[id] $game_actors[id].hp = data[0] $game_actors[id].mp = data[1] $game_actors[id].real_states = data[2] end else # If not, recover party members $game_party.members.each {|actor| actor.recover_all } end # Setup battle last_troop = $game_temp.last_troop_id $game_troop.setup(last_troop[0]) $game_troop.can_escape = last_troop[1] $game_troop.can_lose = false $game_temp.next_scene = "battle" $scene = Scene_Battle.new
when 1 # Return to last checkpoint Sound.play_decision $game_map.setup($game_variables[LASTCHECKPOINT_VAR]) $game_player.moveto($game_variables[CHECKX], $game_variables[CHECKY]) $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 when 2 # Go to Title Screen $scene = Scene_Title.new Graphics.fadeout(120) end end else # Normal Gameover scene wora_batretry_scego_upd(*args) end end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition(*args) if $game_temp.battle_retry? # Add command window if need battle retry @command_window = Window_Command.new(BATRETRY_WINDOW_WIDTH, BATRETRY_COMMANDS) # Show battle retry window in the middle @command_window.x = (Graphics.width - @command_window.width) / 2 @command_window.y = BATRETRY_WINDOW_Y @command_window.openness = 0 @command_window.open # Perform transition wora_batretry_scego_pertran(*args) # Open command window until @command_window.openness == 255 @command_window.update Graphics.update end @command_window.active = true else # Normal Gameover scene wora_batretry_scego_pertran(*args) end end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate(*args) @command_window.dispose unless @command_window.nil? wora_batretry_scego_term(*args) end end
class Scene_Battle < Scene_Base alias wora_batretry_scebat_batend battle_end #-------------------------------------------------------------------------- # * End Battle #-------------------------------------------------------------------------- def battle_end(*args) unless (args[0] == 2 and !$game_troop.can_lose) # Remove last troop data if won battle $game_temp.last_troop_id = nil $game_temp.last_troop_actor = nil end wora_batretry_scebat_batend(*args) end
end
class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :last_troop_id, :last_troop_actor
#-------------------------------------------------------------------------- # * Check if battle can be retry #-------------------------------------------------------------------------- def battle_retry? return ($game_switches[Scene_Gameover::BATRETRY_SWITCH_ID] and !@last_troop_id.nil?) end end
class Game_Interpreter alias wora_batretry_gamint_com301 command_301 #-------------------------------------------------------------------------- # * Battle Processing #-------------------------------------------------------------------------- def command_301(*args) # If enable to record party stat before battle.. if Scene_Gameover::BATRETRY_RECORD_PARTY_STAT $game_temp.last_troop_actor = {} $game_party.members.each do |actor| $game_temp.last_troop_actor[actor.id] = [actor.hp, actor.mp, actor.real_states] end end # Store last troop ID in Game_System troop_id = @params[0] == 0 ? @params[1] : $game_variables[@params[1]] $game_temp.last_troop_id = [troop_id, @params[2]] unless $game_temp.in_battle wora_batretry_gamint_com301(*args) end end
class Game_Battler #-------------------------------------------------------------------------- # * Return real states #-------------------------------------------------------------------------- def real_states return @states.clone end
#-------------------------------------------------------------------------- # * Set states with states ID array #-------------------------------------------------------------------------- def real_states=(states_id_array) @states = states_id_array end end
Customization If you wish to have the battle retry disabled then you must choose the switch ID you want to be the determiner.
BATRETRY_SWITCH_ID = 998 Enables Battle Retry when this switch is ON. Disables when OFF.
To change the names of the commands, find the BATRETRY_COMMANDS part.
BATRETRY_COMMANDS = ['Retry Battle', 'Return to Last Checkpoint', 'Return to Title Screen'] Do NOT add or subtract ANY of the commands, unless you of course are re-scripting it yourself.
To manage the checkpoints: You can only have one checkpoint at a time. They are controlled by variables.
LASTCHECKPOINT_VAR = 101 Variable ID 101 controls what MAP you will get transferred to. If Variable 101 = 3 The MAP ID is 3.
CHECKX = 102 The Variable ID that controls the X coord you get teleported to. If Variable 102 = 12, your X when teleported will be 13. Or the 13th tile to the right.
CHECKY = 103 The Variable ID that controls the Y coord you get teleported to. If variable 103 = 5. your Y spot when teleported will be 5. Or the 5th Tile down.
Battle Managemnent
BATRETRY_RECORD_PARTY_STAT = false
CODE
# Record party members' HP/MP/status before going to battle? (true/false) # # - If this set to true, if Ralph has HP 30 before battle and got poisoned. # When player retry the battle, Ralph will still has HP 30 and poisoned. # # - If this set to false, all the members will get full HP/MP and no bad status # after retry the battle. #=================================================================
That's all there is to it!
Compatibility
CODE
# □ This script will rewrite 0 method(s): # # # □ This script will alias 5 method(s): # Scene_Gameover.perform_transition # Scene_Gameover.terminate # Scene_Gameover.update # Scene_Battle.battle_end # Game_Interpreter.command_301 # # □ This script should work with most scripts, except for some modifications # of Scene_Gameover
Screenshot
Installation [code ]# 1) This script should be placed JUST BEFORE ▼ Main Process. # # □ Like this: # ▼ Materials # ... # ... # * Battle Retry # ▼ Main Process # Main # # 2) Setup this script in Setup Part below. # [/code]
Demo I'll post the demo in an hour or so. FAQ It gives me errors, or I teleport to random stuff? Did you configure the variables? If you have, tell me about it, so I can see what is wrong. Terms and Conditions Make sure you credit WORATANA and ME, ADON237. You may not claim this script as your own, nor redistribute it on any other site without my (or Woratana's) permission.
Credits Most of your credit goes to Woratana. Then the rest is to me.
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