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
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