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Different way to handle "The End" screen
Posted: Fri Apr 05, 2013 8:27 am
by Lord_BoNes
While testing my dungeon, I've noticed that when all party members die, it goes to the "The End" screen. Which is what is expected. But, could the "The End" screen have 2 buttons (instead of simply waiting for a click before quitting)... 1 button that says "Restart", which dumps you back to the front-door with a reset dungeon (or reloads the most recent save, in which case it could say "Reload" instead)... and 1 button that says "Quit", which obviously quits DSB.
Re: Different way to handle "The End" screen
Posted: Fri Apr 05, 2013 1:02 pm
by Gambit37
Line 178 in system Lua has a function that can be overidden.
There's nothing in there for drawing the The End screen so I don't know if you can override it to do what you want, but perhaps give it a go?
Code: Select all
-- Everyone's dead. Go "AAAAH!" and wait for a little bit.
function sys_everyone_dead(last_dead)
dsb_sound(snd.scream)
return 70 -- amount of time to pause before restart
end
Re: Different way to handle "The End" screen
Posted: Fri Apr 05, 2013 2:28 pm
by Lord_BoNes
I believe that
sys_everyone_dead would be more useful at intercepting a party "wipeout"... make something special happen (like revive everyone and tick down a counter, when the counter reaches 0 then don't revive them... would work like "extra lives")
As you said, sadly, there's nothing in the base code about how the "The End" screen is draw or handled
Sophia could always expose it to Lua... or simply add the 2 buttons I mentioned.
Re: Different way to handle "The End" screen
Posted: Fri Apr 05, 2013 6:47 pm
by Sophia
Just like DM, the "the end" screen does present the option to reload a save, if one exists.
So, it will allow a reload if there is actually something to reload, and quit DSB if not. This is the same thing DM did.
At some point I might expand this, but it is, admittedly, not high on my priority list.
