Death events

A quick question.

Is there any way to make it so that when your character is killed, you do something other than go to some game over screen? I just reinstalled my system, so I haven't gotten around to reinstalling coldstone yet.

What I want to do is have death bring the player to a different location. Kinda like in taskmaker, though it actually will be the end of the game. Namely, I want it to be a permanant end to the game, such as with roguelikes, though giving the player an option go go back.

Also, is there any way to automatically save without player consent?

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That's mighty white of you, Mikee. Hate to break it to you, but not everyone is so shallow and prejudiced that they fear being shot by "black people".
—Andrew Welch

Quote

Originally posted by Madman:
**A quick question.

Is there any way to make it so that when your character is killed, you do something other than go to some game over screen? I just reinstalled my system, so I haven't gotten around to reinstalling coldstone yet.

What I want to do is have death bring the player to a different location. Kinda like in taskmaker, though it actually will be the end of the game. Namely, I want it to be a permanant end to the game, such as with roguelikes, though giving the player an option go go back.

Also, is there any way to automatically save without player consent?

**

No way to save the game without consent, frankly this would piss your average user off...but...

You can script something strange(this is my initial/final idea on one way to accomplish this):
Remember if its important to your game play then its worth the time to do

Create a 'safety barrier' for each item/entity/object
write down/list the minimum damage for each one,
create a global variable for each amount, like 'gb_opalSwordMinDamage' etc.
and in the links section under the 'hit' parameter click the button next to 'condition:'
set up the condition
if 'stamina points' is equal or lesser than 'gb_opalSwordMinDamage'
say okay now click the button next to 'edit:' and either have an action of teleport to
location named 'Héll' or have it call an event called 'go to héll' which would teleport the hero to...héll
this would prevent the player from actually being killed and would wisk them off to the inferno flipping switches for eternity

You now have the player in hell with the same amount of health they had, you could optionally set their health to 1, and change their map icon to one with a floaing halo atop it, or even better read Stark's method for adding a health meter fool around with that and you could even use it to place a pointer arrow above the player a la FF7(...is king).
This will work...and when it does would you mind giving eLL' walker a thank you in your credits ?

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(This message has been edited by ellrx (edited 10-27-2002).)

Basically, my (abandoned) rpg is going to start out in some ethreal realm, in some big wide open castle where the player walks around through various rooms making choices that shape the character. Then birth, then life, then death, then the player is back in that castle, save automatically without a choice.

This would pretty much be the end of a career as a hero, and an urge to explore another life rather than push on with the current one. If the player is close to seeing the ending for their past 'life', they can go back if they wish, though voiding any scoring or reccognition. Or, the player can choose to have that character remain dead, and start a new character.

This game begining/end is pretty much the base for my wishes to have a character class change event, though I no longer see it as needed—just badly wanted.

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That's mighty white of you, Mikee. Hate to break it to you, but not everyone is so shallow and prejudiced that they fear being shot by "black people".
—Andrew Welch

Any way the cards fall...another helpful hint from eLL'

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