Hello again ,
The default thing in RPGVX seems to be gameover when defeated. In individual events every event's particular revive seems to overwrite that, but not from map properties ->troops. I tried to fiddle with the script, so now instead of gameover it's just fadeout, but the common event revive still doesn't start, eventhough I put it in database troops battle processing, and also created a new scene in the script editor. - Scene_Revive
class Scene_Revive < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
$game_temp.in_battle = false
Graphics.update
@brightness = 255
@map_id = ("Forest")
initialise(013)
end
#--------------------------------------------------------------------------
# * Object Initialization
# common_event_id : common event ID
#--------------------------------------------------------------------------
def initialise(common_event_id)
@common_event_id = common_event_id
@interpreter = nil
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.trigger == 2 and $game_switches[self.switch_id] == true
@interpreter = Game_Interpreter.new if @interpreter == nil
else
@interpreter = nil
end
end
#--------------------------------------------------------------------------
# * Get Trigger
#--------------------------------------------------------------------------
def trigger
return $data_common_events[@common_event_id].trigger
end
end
I also changed things in scene battle:
#--------------------------------------------------------------------------
# * End Battle
# result : Results (0: win, 1: escape, 2:lose)
#--------------------------------------------------------------------------
def battle_end(result)
if result == 2 and not $game_troop.can_lose
call_revive
else
$game_party.clear_actions
$game_party.remove_states_battle
$game_troop.clear
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
unless $BTEST
$game_temp.map_bgm.play
$game_temp.map_bgs.play
end
$scene = Scene_Map.new
@message_window.clear
Graphics.fadeout(30)
end
$game_temp.in_battle = false
end
#--------------------------------------------------------------------------
# * Execute Screen Switch
#--------------------------------------------------------------------------
def update_scene_change
case $game_temp.next_scene
when "map"
call_map
when "gameover"
call_gameover
when "title"
call_title
when "revive"
call_revive
else
$game_temp.next_scene = nil
end
end
#--------------------------------------------------------------------------
# * Switch to Revive Screen event 013
#--------------------------------------------------------------------------
def call_revive
$scene = Scene_Revive.new
@message_window.clear
Graphics.update
Graphics.fadein(30)
end
Thank you in advance anybody who can help.