MajikMoshos Posted June 5, 2011 Share Posted June 5, 2011 Well, maybe there would be a bag located around the area where your character gets killed labeled "Your stuff" with a small chance that certain not-so-important weapons and items get taken away (uniques always staying or being equipped by a boss NPC created on death that guards the stuff bag). Quest items meanwhile have to stay on your character at all times. Also, dying in certain quests should actually reload the game (the final battle springs to mind). Link to comment Share on other sites More sharing options...
TehBuddha Posted June 5, 2011 Share Posted June 5, 2011 Well, maybe there would be a bag located around the area where your character gets killed labeled "Your stuff" with a small chance that certain not-so-important weapons and items get taken away (uniques always staying or being equipped by a boss NPC created on death that guards the stuff bag). Quest items meanwhile have to stay on your character at all times. Also, dying in certain quests should actually reload the game (the final battle springs to mind). Could be done with a placeatme command I think. Still not sure about how to change the way a player dies though. Link to comment Share on other sites More sharing options...
Hvizeu Posted June 5, 2011 Author Share Posted June 5, 2011 In wich file the "concequeces of 0 HP condition" script is? Maybe the scripts that run after death can be found linked to it or in the same file at least. Link to comment Share on other sites More sharing options...
Nihilisaurus Posted June 6, 2011 Share Posted June 6, 2011 player.removeallitems [reference to put them, in] works for everything except quest items. Also, AFAIK player death is actual death, the game is coded to re-load when the entity 'player' dies. No special scripting or anything so far as I know. Link to comment Share on other sites More sharing options...
rickerhk Posted June 6, 2011 Share Posted June 6, 2011 I doubt you'd be able to script the removal of a weapon added by a mod either way, it'd be technically impossible to script the removal of all weapons added by mods, afaik. Well, that, or it'd be a damn long script. If you want to remove just weapons, RemoveAllTypedItems can remove all weapons regardless of what mods they come from. Link to comment Share on other sites More sharing options...
TehBuddha Posted June 6, 2011 Share Posted June 6, 2011 There is that ^ I havnt gone majorly deep into scritping, so I refer you to my signature. :PAnd I had a feeling it was hardcoded. Heh. Link to comment Share on other sites More sharing options...
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