great job adammadam, the only thing I'd add is to not have two (global) Turnscripts, but only one (global) Turnscript. Have your 'death' Script(s) added first, and then your 'losing health' Script(s) added aferwards (and I don't know if he~she wants the 'losing health' to be conditional, 'if (xxx) { player.health=player.health-1 } else if (xxx) { scripts } else { scripts }', or not).
<turnscript name="global_turnscript">
<enabled />
<script><![CDATA[
if (player.health <= 0) {
msg ("You died or were killed.")
msg ("GAME OVER")
finish
} else {
player.health=player.health-1
}
]]></script>
</turnscript>
~OR, an example of a conditional for your losing health ~
<turnscript name="global_turnscript">
<enabled />
<script><![CDATA[
if (player.health <= 0) {
msg ("You died or were killed.")
msg ("GAME OVER")
finish
} else {
if (player.status_effect = "poisoned") {
player.health=player.health-1
}
}
]]></script>
</turnscript>
~ OR you can have your 'losing health' Script(s) first, and then your 'death' Script(s) ... I'm not sure which is the better design~practice to do (and it also depends on the rest of your game design too, such as: if you got a party~team and can revive dead party~team members), lol ~
<turnscript name="global_turnscript">
<enabled />
<script><![CDATA[
player.health=player.health-1
if (player.health <= 0) {
msg ("You died or were killed.")
msg ("GAME OVER")
finish
}
]]></script>
</turnscript>
~OR, an example of a conditional for your losing health ~
<turnscript name="global_turnscript">
<enabled />
<script><![CDATA[
if (player.status_effect = "poisoned") {
player.health=player.health-1
}
if (player.health <= 0) {
msg ("You died or were killed.")
msg ("GAME OVER")
finish
}
]]></script>
</turnscript>