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+ [ VX Battle Retry ] +

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**
Rep:
Level 86
Battle Retry
Version 1.0
by Woratana
Release Date: 05/03/2009


Introduction
I saw this kind of script in Gamebaker before.
Now that site is temporarily close, so think it would be a good practice to write it myself.

What this script basically does is after player lose the battle and go to Gameover screen,
there will be a choice for player to choose whether to retry the battle again, or go to title screen.

This script can be enable/disable in game.
This way you can make player not be able to retry in specific battle.

You can also choose to record the party's HP/MP/state before battle.
Therefore, when player chose battle retry, party members will not have full HP/MP and have no bad status.

Enjoy~^^


Features
Version 1.0
- 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


Screenshots



Script
I decided to keep script on my blog. So it will be easier to update. ^^
http://boxsuke.exteen.com/20090305/vx-battle-retry-script-by-woratana


Instruction
- Setup script in the SETUP part
- The complete instruction is included in the script


Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
Quote
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?

**
Rep: +0/-0Level 84
^ lame xbox avatar is under 9000.
Might use this, I'm testing it now.
Might come in handy if I do something like a battle arena.
Like if you lose a fight then you can retry as opposed to having to restart the event again.
You've just been obliteraped!

Currently Working On: One Day Salesman
http://rmrk.net/index.php/topic,33234.0.html

********
Resource Artist
Rep:
Level 94
\\\\\
Project of the Month winner for June 2009
Awesome script, Wora. Thanks :)

**
Rep:
Level 84
Emissary of Chaos
I have a question about this script. When I use the "Retry Battle" option, there is no battle music when the battle restarts. Do I have to set something specific for this or is this a known bug?

**
Rep: +0/-0Level 82
Oke Before I Download This I Got 1 Question...
When You Get Poisend In A Battle And You Defeat The Enemy
You  Will Stay In Poisen Condition And Lose HP...

So My Question Is When You Die In That Condition On Adventure What Will Happen
When You Retry Battle??

**
Rep:
Level 62
Shou Akuma Chimera
Hmmm okay since Wora seems to not be planning on updating this i'll contribute my crappy fix for the issue about not replaying Battle BGM

Here's the script with the Fix
Code: [Select]
#===============================================================
# ? [VX] ? Battle Retry ? ?
# * 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
#
#--------------------------------------------------------------
# ? 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.
#
#=================================================================

class Scene_Gameover < Scene_Base

  #=================================================================
  # ++ Setup Part
  #-----------------------------------------------------------------
  BATRETRY_SWITCH_ID = 196
  # Enable Battle Retry if this switch ID is ON
  # Disable Battle Retry if this switch ID is OFF

  BATRETRY_COMMANDS = ['Retry Battle', 'Return to Title Screen']
  # Text on command window asking for Battle Retry
  # E.g. ['Go back to battle', 'Exit to title screen']

  BATRETRY_WINDOW_Y = 288
  # Command window's Y-coordinate (Top: 0, Bottom: 416)

  BATRETRY_WINDOW_WIDTH = 200
  # Command windows' width

  BATRETRY_RECORD_PARTY_STAT = false
  # 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
          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
          RPG::ME.fade(1000)
          RPG::ME.stop
          $data_system.battle_bgm.play
        when 1 # 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
Note: Credits go to Worana for the script i simply added 3 lines of text to it ^^''
Alternatively i think you can also remove one line but i'm too lazy to do that

What i changed?
Under Frame update i added:
Code: [Select]
          RPG::ME.fade(1000)
          RPG::ME.stop
          $data_system.battle_bgm.play
to the '#Setup Battle' part of the Script
i guess one could also remove the Music Effect Fade since it will stop anyways so the fade is kinda useless.

WARNING: In my Script the Record Party State is on False and the Switch ID is 196 ^^ so if you don't wish to be fully healed at retry or use another switch id you need to change that ^^