Save-Point
Nice game over script - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Archives (https://www.save-point.org/forum-105.html)
+--- Forum: Creation Asylum Archives (https://www.save-point.org/forum-90.html)
+---- Forum: Scripts & Code Snippets (https://www.save-point.org/forum-92.html)
+----- Forum: RPG Maker XP Code (https://www.save-point.org/forum-93.html)
+------ Forum: Enhancement/Modification Scripts (https://www.save-point.org/forum-98.html)
+------ Thread: Nice game over script (/thread-6532.html)



Nice game over script - Moghunter - 07-18-2007

Mog Scene Game Over Karen
V1.5

by Moghunter
Jul 18 2007

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


Instroduction
It's just a neat game over screen I found in a portougese site =]
It desplays a load game that allowes you to load a game when you lose instead of going back to the title screen.

Script

Code:
#_______________________________________________________________________________
# MOG Scene Game Over Karen V1.5            
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.  
GTT = 90
#Transition Type(Name).  
GTN = "020-flat01"
#Tipo de Game Over.
#0 = Usa o Battleback como fundo.
#1 = Usa o mapa como fundo. (ABS Mode)
GTYPE = 0
end
#_______________________________________________________________________________
$mogscript = {} if $mogscript == nil
$mogscript["game_over_karen"] = true
class Scene_Gameover
include MOG
def main
s1 = ""
s2 = ""
@com = Window_Command.new(192, [s1, s2])
@com.opacity = 0
@com.visible = false
@com.contents_opacity = 0
if GTYPE == 0
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.battleback($game_map.battleback_name)
@status_window = Window_BattleStatus.new
else
@spriteset = Spriteset_Map.new
end  
@gover_lay = Sprite.new
@gover_lay.bitmap = RPG::Cache.gameover("Gover_lay")
@gover_lay.y = 480
@gover_lay.opacity = 0
@gove_com = Sprite.new
@gove_com.bitmap = RPG::Cache.gameover("Gover_com01")
@gove_com.x = 220
@gove_com.y = -480
$game_system.bgm_play(nil)
$game_system.bgs_play(nil)
$game_system.me_play($data_system.gameover_me)
if GTYPE == 0
Graphics.transition
else
Graphics.transition(MOG::GTT, "Graphics/Transitions/" + MOG::GTN )  
end  
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
if GTYPE == 0
@sprite.dispose
@status_window.dispose
else
@spriteset.dispose
end
@gover_lay.dispose
@com.dispose
@gove_com.dispose
Graphics.transition(MOG::GTT, "Graphics/Transitions/" + MOG::GTN )
Graphics.freeze
if $BTEST
$scene = nil
end
end
def update  
if GTYPE == 0  
if @sprite.zoom_y < 1.5
@sprite.zoom_y += 0.01
end
if @sprite.zoom_x < 1.5
@sprite.zoom_x += 0.01
end
if @status_window.y < 480
@status_window.y += 3
elsif @status_window.y >= 480
@status_window.y = 480
end
end
if @gover_lay.y > 0
@gover_lay.y -= 5
@gover_lay.opacity += 5
@gove_com.y += 8
@gove_com.opacity += 5
elsif @gover_lay.y <= 0
@gover_lay.y = 0
@gover_lay.opacity = 255
@gove_com.y = 290
@gove_com.opacity = 255
end  
@com.update
case @com.index
when 0
@gove_com.bitmap = RPG::Cache.gameover("Gover_com01")
when 1
@gove_com.bitmap = RPG::Cache.gameover("Gover_com02")
end
if Input.trigger?(Input::C)
case @com.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
when 1  
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
end
end
end


Demo

and a demo: Demo

Don't forget to give credits to Moghunter
Enjoy