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CreatureEvent [TFS 1.2] Revive system + resurrection spell by Zbizu

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Cant this be blocked with onMove function?
I mean these should be possible:
  • aiming runes on dead players (magic walls especially)
  • monster pathfinding
  • pushing other players to a tile with dead player only
  • solving all issues with players stacking in tiles to make sure dead players are at the bottom

half-dead player presence is very invasive unless ghost mode get rewritten
 
this script has bugs and is no longer maintained
If someone find a good solution (idea of solution) to these problems, I may reconsider rewriting it

the problems:
  • game balance: dead players could break pushing and throwing runes. Would need a lot of testing.
  • game balance: frag calculation would break, skull system would break. If someone dies, should the frag even be count? If 10 players are put on revive timer during a big war, they can coordinate causing an unexpected black skull. This would be as unfun as fake white skull bug in rl servers.
  • couldn't decide: should the game screen pause like on current death screen or not?
  • a lot of potential work to make it work in a satisfying way - fixes would most likely require source edits
this for pvp right?
and is there a way it works only for monster kills
 
is there something similar? after searching on the forum, I found nothing. I really liked this idea. (it would still be good to make a resurrection stone as in diablo "charge from the number of monsters killed"). If there is something similar, please drop the link. I will be grateful.
Post automatically merged:

TFS 1.3
 
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[Error - Test Interface]
data/creaturescripts/scripts/modaldeath.lua
Description:
data/creaturescripts/scripts/modaldeath.lua:11: attempt to call global 'Condition' (a nil value)
[Error - Event::checkScript] Cannot load script (data/creaturescripts/scripts/modaldeath.lua)

[Error - CreatureEvent::configureEvent] No valid type for creature event: modalwindow.
[Warning - BaseEvents::loadFromXml] Cannot configure an event

[Error - Test Interface]
data/creaturescripts/scripts/modaldeath.lua
Description:
data/creaturescripts/scripts/modaldeath.lua:11: attempt to call global 'Condition' (a nil value)
[Error - Event::checkScript] Cannot load script (data/creaturescripts/scripts/modaldeath.lua)
 
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