Can confirm this works in 1.2.8.alpha.202-09-26. Any script that tries to set damage to 0 or below or deal enough damage that the player would die, on turn 0 of entering a room, has that damage delayed until the next turn.
I also checked other methods of killing the player on turn 0, such as monsters that attack adjacent, hot tiles and aumtlich beams when you have 1 hp and turns out none of these fired on turn 0 anyway.
But there is one exception. Turns out you can build an explosion on turn 0, and this can kill the player. Doing so results in the following being output into drodrpg.err:
Assertion error in line 6848 of C:\Users\mrime\git\drod\drodrpg\DRODLib\CurrentGame.cpp: "!CueEvents.HasAnyOccurred(IDCOUNT(CIDA_PlayerDied),CIDA_PlayerDied)"
Assertion error in line 6848 of C:\Users\mrime\git\drod\drodrpg\DRODLib\CurrentGame.cpp: "!CueEvents.HasAnyOccurred(IDCOUNT(CIDA_PlayerDied),CIDA_PlayerDied)"
And to answer a question in another thread, your filepath to your git repo never use to show up in these error logs, only the current alphas are doing this.