event:
on peer disconnect
compare 2 values: multiplayer.peerid = multiplayer.hostid
action:
set Group "Peer" inactive
disconnect from room
event:
on player leave room
action
autojoin room
event:
on join room
sub is host: set group "Host " active
sub else set group "Peer" active
This lets you reconnect, but, it will depend how you setup your objects and syncing and game mechanism if it can just pick off where it left.
If you have a situation where by the host intial objects are set with certain behaviors or stats, be sure to set them again when the peer becomes host. In various scenario's, your objects can become the new "host" version if you apply it right.