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). _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
