On 24 March 2013 23:54, Ralph Versteegen <[email protected]> wrote: > If you play test.rpg and use the "OOBHarm" spell to kill your hero, > something odd happens: upon leaving the spells menu, you are instantly > sent to the titlescreen without a fade. What is going on is that the > main "IF fatal" check (which calls the on death script) is inside the > giant "IF menus_allow_gameplay()" block, and the main menu in test.rpg > doesn't allow scripts. So the secondary "IF fatal OR abortg > 0 OR > resetg" block handles the fatal signal. > > I guess we want to move that "IF fatal" block down so it always runs. > Should it also exit any menus currently open? Otherwise a menu may > delay the death script from running. Textboxes are immediately closed > already. > > I also wonder whether there are other ways you can die outside of > battle. setherostat is an obvious one, but also one we very probably > can't change due to backcompat. But what if you want to force the > death check to be done after using setherostat? > > Changing equipment may result in both max and current HP going to zero > at once, but that doesn't count as a death. However I notice that the > hero "is alive" tag doesn't care what the hero's max HP is... I think > that's quite alright though.
Also, I hadn't realised that heroes with zero max HP count as dead in battle, so entering a battle will result in a game over. I think that inconsistency is probably also alright (though I hate having all this undocumented unexpected behaviour) _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
