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)
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