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Ok, The weapon checks to see if the damage to the character is great enough to cause a death event. Before it allows that, it changes the stamina to 1, and transports the character to a different map. The program quits with an error in the finder (OSX). haven't checked it on OS9. will check that today along with a few other possible problems.
Yes, I've done that. And it crashes.
What was relatively successful when I went through this is you set the conditional (in the weapon) that if stamina is equal or less than 10 (depending on the possible damage of the weapon because you want to be higher than the worst the weapon can do), add stamina. My experience is that the NPC will try to fight over and over and then give up on you. The trick is to NOT create the death event at all.
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If death catches up to me, then where am I supposed to "intercept" the death event "before" it occurs? And how can I change the damage done by the weapon to a smaller amount say 3-5 total without add armor to the character (presently the NPC's are set to do 1-2 damage and the weapon is set for 1-1 (min-max). this is all very strange!!
I suggest that you do not deal with the death event at all. Create your own death event, like transporting the Player to another "heaven" map (or hell). Make a conditional that says that when the stamina gets to a certain point, the Player will be transported. You just have to be careful that the NPC doesn't get another swipe at the Player and REALLY kill him!
The only way to change the damage by a weapon is to have another NPC, the same as the first, except with the weapon damage specs considerably lower. Place a conditional in the weapon of the first NPC that if the stamina gets to a certain point, then if true change the NPC. Place an NPC control (in the right column) to delete the first NPC and replace it with the second NPC at &&Actual;_X and &&Actual;_Y. I haven't done this, but I suspect that the new NPC will pause before fighting again, which is what you may need to happen. But that NPC will be fresh, with no damage himself. (A dialogue will cover this.) The other option is to replace with a passive NPC. I'd try with the conditional about stamina in the left column, then a call event in the right. The call event would have: attribute: increase stamina, dialogue, NPC control, sound, map position, teleport. I'm thinking that it would roll like this:
fighting galore
in the weapon: if stamina is equal to or less than 10:
stamina increases
dialogue: Ha! I'm invincible and you're dead!
A click on the dialogue window brings you back to face a new NPC, fresh
but you're outa there
and dead according to the Creator's rules
I haven't tried this, though. I tried too long to manipulate the death event, gave up, and didn't go this far.
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-- Debra
Danillitphil Productions