Gameover Events MV

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Ever had a random encounter, but wanted to make it so that if the party loses, instead of simply going to the game over scene, you could play some custom events?

Or maybe you have a number of evented battles, but if the player loses, the game over processing should all be handled the same way? Or perhaps the same way as the random encounters?

This plugin allows you to create your very own gameover events! Simply create a map, set up some events, and you’re ready to show your own gameover scene!

Download

Plugin: download here (right-click, save as)

Installation

Download ths plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the HIME_GameOverEvents plugin.

Once it is in your list of plugins, turn the plugin on.

Usage

In the plugin parameters, choose the ID of the map that the player will be sent to upon game over.

gameoverEvents2

You can now event your game over scene.

 

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25 Responses

  1. Anonymous says:

    Hello Hime,

    Thank you for your excellent work on this plugin. It is a cornerstone of my current game project.

    Today I was wondering, is it possible to change the Gameover Map ID dynamically during gameplay using a script call or similar function (please forgive my ignorance here,) or is it restricted to a single static map ID?

    For example, if a player gets a gameover in a forest area at the start of the game, I wish to transfer them to map ID 1, but later on if they get a gameover in a desert area, they would end up on map ID 2 instead.

    Does this sort of functionality exist within the plugin? I am just curious. Thanks for your time.

  2. KattFell33 says:

    Um, why doesn’t the download link work?

  3. Hey Hime, I have a question! When I die in a battle, I’m transferred to a map, but to the first tile! What should I do?

  4. Anonymous says:

    Hey, Hime. I have a problem! Everytime I lose in a battle, and I have my Gameover Map set up, it always brings up an error of ‘bitmap’ undefined. Can you try and help me with this? Thanks!

    • Hime says:

      Turn off all other plugins and see if the problem still occurs. It may be a compatibility issue since the error doesn’t occur for me.

  5. ZFX says:

    Hi there, similar issue to what Ray had been experiencing. No matter what number I put into the Map ID parameter, the plugin just seems to bring me to a blank, black map. Not sure what I’m doing wrong as I’ve tried every map ID that exists in my project.

  6. Caramell says:

    Hello I was wondering can the player have a dragonquest type of game over were they immediatly (after some text) appear on the last map they saved at? Without going to the load screen first?

    • Hime says:

      That would require you to be able to know what the last save file is. By default, that is

      DataManager.lastAccessedSavefileId()
      

      So you could use the script call

      DataManager.loadGame(DataManager.lastAccessedSavefileId())
      

      To automatically load the last save.

  7. Highlord90 says:

    My biggest niggle is that I keep spawning in the far corner, any way to set the plugin to teleport to a chosen square?

  8. Sissel Cabanela says:

    Pardon, I had a question. I’m not sure if it’s already a code within RMMV that I’m not aware of, but I can’t seem to find it-
    I would like to make it so that the event that occurs on gameover depends on the troop ID that you lost to(If the gameover occurred in combat), but I can’t figure out how to go about finding the variable with the last troop ID encountered. Is there a proper way to do this?

    • Hime says:

      What you can do is whenever you encounter a troop, you would assign the troop ID to a variable.

      In the “Control Variables” event, you can use a formula: $gameTroop.troop().troopId

      • Sissel Cabanela says:

        Would there happen to be a snippet of sort I can use that automatically runs this whenever a battle starts and assigns the value of the troop to a specific variable?

        • Hime says:

          You could say something like

          var TH_BattleManager_setup = BattleManager.setup
          BattleManager.setup = function(troopId, canEscape, canLose) {
             $gameVariables.setValue(2, troopId)
             TH_BattleManager_setup.call(this, troopId, canEscape, canLose);
          }
          

          Which assigns the encountered troop to variable 2.
          This will represent the “last encountered” troop.

  9. Ben says:

    For some reason whenever i tell it to teleport the player to a map i use for a custom title screen (Im trying to use this with the skip title screen plugin, because for some reason, after gameover it still went to title screen, then i found this plugin) it seems to work fine, but only after a battle death it teleports the player to the map i want, then teleports them back to the gameover map, like the game is repeatedly spamming telling itself to game over.

  10. Ray says:

    Hi, I’ve been getting a really annoying issue with the plugin where I set it to the ID of the map i want it to go to, which is a blank map with just grass and an event set to autorun, but when I die in game it keeps putting me to a black screen. I have no idea what i am doing wrong. the map id for the map i want is 009 which is what i input for the plugin.

  11. Nice plugin, I love using it but there seems to be a bug with it. If you have an event running with “Battle Processing”, and you get a game over in that battle, the plugin wil teleport you like normal to the game over map, but also continue to process the next few lines of information from the original event where you died. 🙁 Is there anything I can do to fix this from happening?

  12. Nat says:

    Is there any way to make it so that the screen isn’t tinted so dark? I’d like my gameover screen to use one of the scrolling parallaxes, but the tint is so dark that it’s almost impossible to see.
    Thank you for your time.

    • Hime says:

      I don’t believe gameover events involves screen tinting. It should simply take you to a different map that you specified in the plugin parameters.
      You could then choose to make the screen brighter using tint events.

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