If you just want to delay the resurrection, you can do as a simple virtual sailor suggests.
This has already been used in the Artois Voysey quest when Nigel Blythe kills you in the fight.
However, if you want the pchar to actually die and Game Over, then it's another story.
In Build 14 Alpha 8 I made this really simple.
I changed:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE) {<!--c2--></div><!--ec2-->to:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE || CheckAttribute(mc,"killed")) {<!--c2--></div><!--ec2-->Now all you need to do is to call:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> pchar.killed = true;
PostEvent("LAi_event_GameOver", 0, "s", "land");<!--c2--></div><!--ec2-->This will ensure a proper Game Over situation.
You can, of course, add a delay to this so you get the pchar-falling-to-the-floor animation.
4.9 seems to be a good value for the delay:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "Upstairs_Fight2":
Lai_KillCharacter(pchar);
LAi_QuestDelay("Upstairs_Fight3", 4.9);
break;
case "Upstairs_Fight3":
pchar.killed = true;
PostEvent("LAi_event_GameOver", 0, "s", "land");
break;<!--c2--></div><!--ec2-->