After going back to the save and re-testing im quite aware that they died in the circumstances
I had my troggs slashed to death so im unsuprised they were struck down, (they were given a generic -1 by counters where your LUA references and you can just look inside yourself in GM editor by backtracking the unit id on the corpse with (i) no lua required. Struck down seems to be a generic term of death given it is shared between all of them which died in multiple ways. Interestingly when i investigate the flags further, most the troggs with breathing difficulties have health calcuated (seems to be prior to dying to denote suffocation etc) and those without do not but otherwise the corpse parts being intact and non rotted offer "good" eyesight to a creature that doesn't need them anymore.
- if i were to leave them for a bit, like my dwarf coffin studies i imagine that status would change as the body rots & the meat & organs begin to spoil eventually leading to the comprehensive loss of nerves required for feeling & grasping along with the eyes.
Typically there is no difference in arena (which hosts the game in a microcosm) where all the adequate things happen, and the UI for combat is under Arena circumstances robust at relaying the injuries, as seperately held inside the game folder log of events.
- Investigating the counters, the headless trogg is persistently in pain & stunned but not suffocating or unconcious which might be part of that fact that it is already dead and the suffocation has passed but the nerves being present might still present a problem to pain as the body decomposes.
My point is that using the UI of the combat log, is that health is stalling (indeed only a few of the troggs with breathing difficulties even have health computed which seems to be linked to that function) and inadequacies of consequence (broken bones, rotting away, losing parts all unhindered) doesn't make the health system reliable.
Another thing to mention is that the MOMENT you forcefully rot (using flags) a seperate BP corpse object (either select seperately or go find via the linked 'corpse parts' page) the entire rest of the body will rot, you can unset the body seperately to not rot but that will also revert the status of the decapitated part, changing the unit flag to a skeleton also has no impact on the corpse.
- If they are really meant to be seperate as you say, there would be consequences if all non connected parts all correlated with BP, as skeletons are barred, but not [SKELETON] objects with no decomposible meat (though they do store fat) and vermin (anecdotally, but reproducible) devour bones in fortress mode including teeth (another barred part subject to the same rules which is bugged)
If the body can't fall apart (everything just gets 'mangled' as it hovers at 0.1 ticks before crumbling) because the teeth. ivory & skull (plus other non-rotting BP bits) doesn't rot and for a unspecified reason of dead_dwarf or other blocking the body's bones falling apart then there's a obvious problem there.
Something else relevant to this bone-BP shenanigans, the
material properties of bone might be too strong or mismatched *requiring a new tag possibly* to crumble apart leading to no skeletal degradation into bones &
0008813: Butchered bone stacks from hostile creatures cause "seeing a _ die" thought are read as the whole body BP part its connected to the corpse.
EDIT- Other observations also include that the 'death time' despite being 'dead' for atleast a quarter of a month, by editing the rot timers however i managed to get it into a skeletal state but can't push it any further than that to get it to fall apart even after a unit value of 2000 to rot & deathtime
- bodies in arena mode wear away to damage caused on the material properties (heat/coldpoints etc), and attempts to damage the corpse body in fortress mode is unsuccessful with just raw values as no amount will make the body dissapear.
I revived the trogg, who's now i've rotted into bones forcefully without the head (which dubiously in its own gm, the head is not counted as a severed part)
- It is now unstunned, & not choking despite having no head, and seems to be in better health than ever despite being a rotting skeletal, headless corpse with all the health being calcuated (which caused a injury thought) while still being struck down.
This is the combat log of the events, by going (i) and selecting report you can scan each combat log individually for context and even alter them if you wish. Here, is a critical even of a trogg being stunned (which is referenced on the trogg's counters) after having its skull fractured by a axe swing to the head (All the fatal swings are listed as continuous, even after the head has been cloven asunder they persist in hacking away)
And now if i run this in Arena mode between two animalmen, the proper struckdown is presented (in "reports" on the unit ID) to signify the game recognising that they have died with no world activated mode intervention (though on inspection dead_dwarf true still exists)
- the alligator man i've renamed in all capital's "STEVE" i have rotted their discarded thumb for example purposes, the main corpse remains unrotted & the thumb remains individual, throwing considerable differences on the main fortress mode example.
If you then proceed to butcher the goods while dead_dwarf (which is on in arena mode regardless when they die it seems) turned off before butchering, the goods wont be affected by dead dwarf but still be personally named, and all counters etc data will remain the same. I revived steve post butchering.
Because i took control of the dead steve (and died in arena mode meaning i had to quit the mode), im scribing this from the game log of what happened.
Alligator Man 3 hacks you in the upper body with his iron battle axe!
Alligator Man 3: Greetings. My name is Alligator Man 3. <- Dead by then
** Starting New Arena **
The alligator man swung for a body part that didn't exist, and the resulting collision told the game it was already missing (I had no real first person vision of what was happening) and therefore my character dropped dead (again despite
already being struck down via counter)