On Mon, Mar 25, 2013 at 12:01:44AM +1300, Ralph Versteegen 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)
Maybe we just need a "Nuances of out-of-battle death-checking" wiki page :) --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
