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Jesse66126

Anyone know how to add a clip to a gameover screen?

Question

Which script do you edit for it to go to a cut scene instead of the game over screen?

I want a game over like in Banjo Kazooie where instead of the usual blan "gameover",

you get a cut scene of the witch mutating his little sister.

 

I want to add a scene showing you what WILL happen next after your death or add a time loop,

like in Ephermal Phantasia,to give you another chance.

I just want something there instead of just "Game Over".

 

With this,the player gets a feel for the severity for the consequences of losing the game.

Like if it was a Super Mario game,if mario were to run out of lives and die,there'd be a scene of

bowser killing princess peach.Well that's a bit extreme,but you get the idea.

 

I just need something to happen instead of that boring gameover screen.

Even in Resident Evil 2,that little "eating scene" was better than just "gameover" *loads title screen*

 

I want the player's response to go from "*sigh* gameover,oh well" to

"Oh my God! All those people died a horrible mutilated death 'cause I screwed up and got my skull smashed in by that berserkering Brute??"

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Nevermind,I figured it out.You just make a small change to "Scene Skill"

 

#======================================================================
========
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs skill screen processing.
#==============================================================================

class Scene_Skill
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor_index : actor index
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0, equip_index = 0)
   @actor_index = actor_index
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Get actor
   @actor = $game_party.actors[@actor_index]
   # Make help window, status window, and skill window
   @help_window = Window_Help.new
   @status_window = Window_SkillStatus.new(@actor)
   @skill_window = Window_Skill.new(@actor)
   # Associate help window
   @skill_window.help_window = @help_window
   # Make target window (set to invisible / inactive)
   @target_window = Window_Target.new
   @target_window.visible = false
   @target_window.active = false
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @help_window.dispose
   @status_window.dispose
   @skill_window.dispose
   @target_window.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Update windows
   @help_window.update
   @status_window.update
   @skill_window.update
   @target_window.update
   # If skill window is active: call update_skill
   if @skill_window.active
     update_skill
     return
   end
   # If skill target is active: call update_target
   if @target_window.active
     update_target
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (if skill window is active)
 #--------------------------------------------------------------------------
 def update_skill
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to menu screen
     $scene = Scene_Menu.new(1)
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Get currently selected data on the skill window
     @skill = @skill_window.skill
     # If unable to use
     if @skill == nil or not @actor.skill_can_use?(@skill.id)
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # If effect scope is ally
     if @skill.scope >= 3
       # Activate target window
       @skill_window.active = false
       @target_window.x = (@skill_window.index + 1) % 2 * 304
       @target_window.visible = true
       @target_window.active = true
       # Set cursor position to effect scope (single / all)
       if @skill.scope == 4 || @skill.scope == 6
         @target_window.index = -1
       elsif @skill.scope == 7
         @target_window.index = @actor_index - 10
       else
         @target_window.index = 0
       end
     # If effect scope is other than ally
     else
       # If common event ID is valid
       if @skill.common_event_id > 0
         # Common event call reservation
         $game_temp.common_event_id = @skill.common_event_id
         # Play use skill SE
         $game_system.se_play(@skill.menu_se)
         # Use up SP
         @actor.sp -= @skill.sp_cost
         # Remake each window content
         @status_window.refresh
         @skill_window.refresh
         @target_window.refresh
         # Switch to map screen
         $scene = Scene_Map.new
         return
       end
     end
     return
   end
   # If R button was pressed
   if Input.trigger?(Input::R)
     # Play cursor SE
     $game_system.se_play($data_system.cursor_se)
     # To next actor
     @actor_index += 1
     @actor_index %= $game_party.actors.size
     # Switch to different skill screen
     $scene = Scene_Skill.new(@actor_index)
     return
   end
   # If L button was pressed
   if Input.trigger?(Input::L)
     # Play cursor SE
     $game_system.se_play($data_system.cursor_se)
     # To previous actor
     @actor_index += $game_party.actors.size - 1
     @actor_index %= $game_party.actors.size
     # Switch to different skill screen
     $scene = Scene_Skill.new(@actor_index)
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (when target window is active)
 #--------------------------------------------------------------------------
 def update_target
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Erase target window
     @skill_window.active = true
     @target_window.visible = false
     @target_window.active = false
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # If unable to use because SP ran out
     unless @actor.skill_can_use?(@skill.id)
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # If target is all
     if @target_window.index == -1
       # Apply skill use effects to entire party
       used = false
       for i in $game_party.actors
         used |= i.skill_effect(@actor, @skill)
       end
     end
     # If target is user
     if @target_window.index <= -2
       # Apply skill use effects to target actor
       target = $game_party.actors[@target_window.index + 10]
       used = target.skill_effect(@actor, @skill)
     end
     # If single target
     if @target_window.index >= 0
       # Apply skill use effects to target actor
       target = $game_party.actors[@target_window.index]
       used = target.skill_effect(@actor, @skill)
     end
     # If skill was used
     if used
       # Play skill use SE
       $game_system.se_play(@skill.menu_se)
       # Use up SP
       @actor.sp -= @skill.sp_cost
       # Remake each window content
       @status_window.refresh
       @skill_window.refresh
       @target_window.refresh
       # If entire party is dead
       if $game_party.all_dead?
         # Switch to game over screen
         $scene = common_event_id.new
         return
       end
       # If command event ID is valid
       if @skill.common_event_id > 0
         # Command event call reservation
         $game_temp.common_event_id = @skill.common_event_id
         # Switch to map screen
         $scene = Scene_Map.new
         return
       end
     end
     # If skill wasn't used
     unless used
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
     end
     return
   end
 end
end

Edited by isaacsol

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