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[转载发布] Custom Game Over behavior

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    灌水之王

    发表于 2026-7-29 17:43:07 | 显示全部楼层 |阅读模式

    Custom Game Over

    Version 1.3.2

    by McKathlin
    ​


    Introduction
        Change what happens when the party dies or an event calls Game Over processing.

        In some games, after the party dies they find themselves in a recently visited safe place, where they can continue their game with all experience and progress intact, but some money or items lost. With Custom Game Over, you can have party death cause something similar to that, or something completely different!

    Features

    • New: Set a common event to run when the party dies, before the fade to game over.
    • Choose whether or not the Game Over Screen shows first.
    • Choose whether to reload from the last save.
    • Set a common event to run after game over, instead of going back to the title screen.
    How to Use
        Download or copy this plugin, and save it inside your project's js\plugins folder as Kath_GameOver.js -- The filename is important, because the plugin manager refers to it when retrieving the plugin parameters. Add and enable it in the plugin manager, as you would with any other plugin. It should function properly regardless of where it's placed in the plugin list.

        This plugin offers parameters that accept common events by their ID. First create a common event in the database, take note of its ID, then go to the plugin manager and enter that ID number for the value of the common event parameter you would like to set.

        Your Party Death Common Event will run in the same scene that the party dies, in place of a standard Game Over. If the party dies in battle, then this common event will play out in battle, unless the common event explicitly calls a scene change command (such as the Game Over command).

        Your After Game Over Common Event can do practically anything you want. The default post-Game-Over state is dark and silent to provide a blank slate for the common event to work from. At minimum, you'll need to make sure that your After Game Over Common Event includes the following commands:

    • Transfer Player
    • Fadein Screen
        Everything else you add is up to you.

    Full Help Text

    Spoiler                Code:       






    Script

    Spoiler                Code:       





    Download here: Kath_GameOver.js

    Version History
    Version 1.0.1
    - Minor edits to Version 1.0, mostly in help text.

    Version 1.0.2 - Show/Skip Game Over Screen bugfix attempted, but found to cause the game to freeze on some machines.

    Version 1.0.3 - Show/Skip Game Over Screen feature removed for now.

    Version 1.1 - Show/Skip Game Over Screen feature is back. The bug appears to be fixed.

    Version 1.2 - New parameter allows you to reload data from the player's last save

    Version 1.3 - Set the Party Death Common Event to customize what happens before (or instead of!) the Game Over fadeout.

    Version 1.3.2 - Added a note to the help text to avoid using "Abort Battle" and "Game Over" commands in the same Party Death Common Event.

    FAQ

    Q:
    I've set a common event to occur after Game Over, but when I try it, the screen stays black and I can't see anything. Help!
    A: After Game Over, the screen starts out faded to black to give the After Game Over Common Event a chance to handle transfers and other "behind-the-scenes" processing before showing the screen. To get rid of the blackness, make sure to run a "Fade In" command as part of your After Game Over Common Event.

    Q: My game lets the player continue exactly where they left off after they die. But when they continue, the music for the map they're in doesn't autoplay like it's supposed to. Is this a bug, or do I need to do something differently?
    A: This is not a bug. The silence gives the Game Over common event a chance to run its course without being interrupted by the BGM of the map where the player died. A transfer will cause the music of the destination to autoplay. Though you don't need the player to go anywhere, transferring the player to where they already are will fix your music problem. Here's how to do it:

    • At the start of your Game Over common event, use the Control Variables command three times to assign three variables: the player's current map ID, X coordinate, and Y coordinate.
    • Place a Player Transfer command at the part of the event when the map's BGM should start playing.
    • As always, remember to use a Fadein Screen command!  (The fade that accompanies the Player Transfer command won't cut it.)
    Terms of Use
        This plugin is free for all use, including commercial use. Please credit me (McKathlin) where appropriate. Sending me a free copy of your completed game is encouraged but not required.


    本贴来自国际rpgmaker官方论坛作者:McKathlin处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/custom-game-over-behavior.55072/

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