VX Battle Retry script by Woratana
posted on 05 Mar 2009 20:34 by boxsuke in Resources, ScriptsVX, WoraScripts* สคริปต์นี้จะทำให้ตอนที่ต่อสู้แพ้แล้วไป Gameover เราสามารถเลือกที่จะกลับไปต่อสู้อีกครั้งในการต่อสู้เดิมได้ครับผม ^^/ สามารถเปิดปิดสคริปต์นี้ได้ด้วยสวิตช์ ทำให้อนุญาตการ Retry เฉพาะในบางการต่อสู้ที่โหด ๆ ก็ได้ฮะ เจอบั๊กแจ้งได้เลยครับผม สคริปต์ก็อปได้ด้านล่าง~
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. ^^
#=============================================================== # ● [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 = 1 # 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 = true # 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 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
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:
- 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?







There are so many useful scripts that can only be found there.
) จึงพยายทำเท่าทีทำได้อยู่ แต่ ตัวอย่างผมยังไม่มีเวลาทำมากผมเลยทำเล่นๆ มาให้ชมก่อนนะ แล้วยังไม่ค่อยเก่งด้วย เอาเป็นว่าไม่มีอะไรเลยแล้วกัน ดูแล้วอย่าคิดมากนะ


. Anyone who doesn't think it does can go .... themselves. I don't know what u guys said in thai, but if u said something bad about it, you can also go .... yourself.
#1 By sandy (70.49.249.205) on 2009-03-05 22:05