On Mon, Mar 25, 2013 at 12:09:51AM +1300, Ralph Versteegen wrote:
> 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).

I agree! that is a good idea!

---
James
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