On 25 March 2013 00:01, Ralph Versteegen <[email protected]> wrote:
> 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)

I think it would be a good idea to re-check for death before actually
doing the game over, in case a later script command revived a hero
(aside from "fight formation" the other ways of dying from a script
require a 'wait' before the game over).
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