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- | This system is a Knockout (KO) and Injury system that changes what happens to players when they " | + | This system is a Knockout (KO) and Injury system that changes what happens to players when they " |
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When a player takes fatal damage, they don't instantly die. Instead, they’re knocked out and enter a KO state. | When a player takes fatal damage, they don't instantly die. Instead, they’re knocked out and enter a KO state. | ||
- | During KO, the player is frozen, hidden, and unable to speak or act. | + | During KO, the player is unable to act (as if they were dead) and must wait on a timer to get back up. |
A countdown timer shows the KO duration, which varies based on how many times the player has been KO’d before. The more often they get KO'd, the longer the timer lasts. | A countdown timer shows the KO duration, which varies based on how many times the player has been KO’d before. The more often they get KO'd, the longer the timer lasts. | ||
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There' | There' | ||
+ | __To note that only monsters with red names have a chance to perma kill a player, all others with grey and blue names won't do it, they will simply KO and apply injuries.__ | ||
The system rolls a random number to determine if the player should be permanently killed, with higher chances if they' | The system rolls a random number to determine if the player should be permanently killed, with higher chances if they' | ||
- | If a player suffers a permanent death, it’s announced across the game with a thunderous effect, and the player' | + | This death is final, and the player is removed from the game. |
- | <fc # | + | <fc # |
When a player is knocked out but not permanently killed, they might wake up with an injury. | When a player is knocked out but not permanently killed, they might wake up with an injury. | ||
Injuries can be minor or major. Minor injuries are less severe but can evolve into major injuries if a player gets KO’d repeatedly. | Injuries can be minor or major. Minor injuries are less severe but can evolve into major injuries if a player gets KO’d repeatedly. | ||
- | The system randomly assigns injuries to different parts of the body (like a sprained neck or broken arm) with unique effects and visuals. | + | The system randomly assigns injuries to different parts of the body (like a sprained neck or broken arm). |
If a minor injury becomes major, it means the injury is getting worse and can impact the player more seriously. | If a minor injury becomes major, it means the injury is getting worse and can impact the player more seriously. | ||
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After being KO’d, players can recover over time. Special items or abilities might also help reduce recovery time or prevent injuries from worsening. | After being KO’d, players can recover over time. Special items or abilities might also help reduce recovery time or prevent injuries from worsening. | ||
Once fully recovered, some minor injuries might heal on their own, but major injuries require additional effort or resources to fully heal. | Once fully recovered, some minor injuries might heal on their own, but major injuries require additional effort or resources to fully heal. | ||
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The KO and injury chance is also affected by the player’s hunger and thirst levels. | The KO and injury chance is also affected by the player’s hunger and thirst levels. | ||
Low hunger or thirst makes players weaker, increasing the chance of injuries after a KO. | Low hunger or thirst makes players weaker, increasing the chance of injuries after a KO. | ||
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After a permanent death or a KO, players can reappear in specific locations. Permanent deaths send them to a far-off location to signify the end of their journey. | After a permanent death or a KO, players can reappear in specific locations. Permanent deaths send them to a far-off location to signify the end of their journey. | ||