4zb4 wrote
LIVAN (CVS? Don't remember) already had something like that for the "derived undead", maybe you could appropriate it? Or have you looked at it and it's kludgy?
If it's a matter of not having the previous player's stats on hand, can't you just throw them into the bones file? I actually dunno if that's how it already works considering the ghosts seem to be of varying strength.
Just posting here to be tidy. CVS has the 'CreateUndeadConfigurations' system, so the current line of development also has this. I have used this very function to create the ghosts of characters you see in posts above. It is a really powerful way to create undead in a nicely efficient and randomized way.
Making a bones ghost is a process requiring specific, rather than generalised, info about the player. Luckily the game always spawns a ghost when the player dies. I just need to devise a way of telling how many limbs the player has left at the time of death... and some info about hair and eye colour etc. Configure the spawned ghost with this info and then
viola, bones ghost.
My attempts so far have not turned up the desired results yet, and my latest thinking is that the bones ghost will need to be a derived class of a general ghost, only with some added functions and restrictions.