Player Tombstones

This is a design and development forum for EQ2Emulator's extensive Rules System.

Moderator: Team Members

Post Reply
User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Player Tombstones

Post by John Adams » Wed Aug 31, 2011 11:31 am

While bored at work, I was thinking about a little fun idea of re-implementing player tombstones into our world, to give a touch of "classic" feel to the game. I'm posting this so I do not forget, and we can get to it after a while. Ref: http://eq2emulator.net/phpBB3/viewtopic ... 682#p20682


Death:
When I player dies, at the point where they met their demise, we spawn a temporary "tombstone" - model_type 1854 is closest I could find to the original obelisk, named {Player's} tombstone, clickable only by the owner. Unlike EQ1, our tombstones are not draggable... so, it's corpse run time!

Code: Select all

Player:UseTombstones = [0/1]
Player:TombstoneLifespan = [value in MINUTES]


Revival:
The player, depending on the ruleset currently active, will either be sent to the zones nearest Revive Point, or if the rule is to use classic revive points, the player is sent to their BIND location

Code: Select all

Player:ReviveAtBindPoint = [0/1]
XP Loss:
XP Loss can be handled many ways, or no loss at all:

Code: Select all

Player:DeathXPType = [0/1/2]
  • 0 = no loss
    1 = xp point loss
    2 = xp debt accrual
Inventory:
Transfer all their items onto the inventory of this tombstone object, so the player has to recover their tombstone to get their items back. Or, disable this functionality in the rule:

Code: Select all

Player:RecoverInventory = [0/1]
Waypoints:
A waypoint can automatically be added to the players current waypoints to help find their nearest tombstone, or to make it more challenging, turn off this rule:

Code: Select all

Player:UseTombstoneWaypoints = [0/1]
Tombstone Recovery:
The player can be given a "revive" token to revive themselves. 1 token per tombstone, and a player can have as many tombstones as they can generate. Reviving using a token recovers some lost XP (if using XP Loss rule), recovers Items from tombstone, and limited revive sickness. Just some examples.

With Revive Tokens rule disabled, players come within proximity of their tombstone, and recover the same way as if they used a token.

Code: Select all

Player:UseReviveTokens = [0/1]
Player:ReviveTokenXPRecovery = % of loss
Player:ReviveTokenSickness = % of sickness
I thought of the Token idea for those admins who want a more "ritualistic" type of self-revival, ie., click the token, player prays for their mortal remains and then recovers. This could allow a more risky recovery, if KOS mobs are nearby ;)

Resurrection:
If another player casts a resurrection on the dead player, tombstone must be looted, full revive sickness is in effect, and all other rules for death recovery apply. If using the Token recovery system, since a Corpse Run is difficult enough, there should be no penalties for death (though rules can still be configured as such).


General:
When the player recovers their tombstone by any fashion, the spawn dissolves and is gone from the `tombstones` table for good.

Players have until TombstoneLifespan to recover their goods, or their tombstone, and any inventory associated with it, vanishes for good.

Tombstones should be considered special spawns, so when a zone shuts down, the tombstone is not lost. When that same zone restarts, place all current tombstones where they belong.

Another option would be to implement a Graveyard concept, like in EQ1, where all expired tombstones will go to this graveyard after the TombstoneLifespan expires - thus clearing the zone of the dead. Could be a special zone (id), in order to go there, you must have a tombstone on record, etc. Just an alternate idea, cuz the more configurable, the more fun it is!


I'm thinking of at least a couple dozen Rules to apply to this custom option, so please feel free to add any ideas to this concept! We can implement it whenever we're bored of mashing out content ;)

User avatar
Scatman
Retired
Posts: 1688
Joined: Wed Apr 16, 2008 5:44 am
EQ2Emu Server: Scatman's Word
Characters: Scatman
Location: New Jersey

Re: Player Tombstones

Post by Scatman » Wed Aug 31, 2011 6:35 pm

Sounds like a good idea. I like it!

User avatar
Sylva1n
Posts: 271
Joined: Tue Mar 24, 2009 3:03 pm
Location: Quebec, Canada

Re: Player Tombstones

Post by Sylva1n » Wed Aug 31, 2011 7:49 pm

if you can make it a phantom corpse, it would be just like when eq2 was released, except for the inventory loss... you had you stats decreased but still had your equipment and such.

the stats reduction was -20% per death if I recall correctly.

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: Player Tombstones

Post by John Adams » Thu Sep 01, 2011 9:49 am

Sylva1n wrote:if you can make it a phantom corpse, it would be just like when eq2 was released, except for the inventory loss... you had you stats decreased but still had your equipment and such.

the stats reduction was -20% per death if I recall correctly.
With the Rules system, we could allow stats loss, sickness, AND item inventory on tombstone, if the admin wants. Either/Or. The idea is to make is as customizable as possible. If you don't want to lose your items, then turn off that rule, etc.

User avatar
ilythor
Retired
Posts: 436
Joined: Sun Oct 14, 2007 3:44 am
EQ2Emu Server: TessEq2
Location: Australia, mate!
Contact:

Re: Player Tombstones

Post by ilythor » Fri Sep 02, 2011 4:34 am

An interesting concept would be to have a Quest line, where you are destined to die at a certain point, and are level capped or quest bound until you loot your tombstone, and then find a Shaman/Sorcerer/Wizard/Necromancer who attempts to recombine your severed existence.

That's all a bit of a brain fart, but how realistic would that be with this ruleset?
"Everytime you pull the trigger in space, you will ruin someone's day, somewhere, and eventually, some time."

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: Player Tombstones

Post by John Adams » Fri Sep 02, 2011 6:49 am

I imagine we could implement any means of recovering your tombstone, once the stone is dropped. Since the above idea contains a "revival token" concept, LUA will already be involved in that aspect, since "casting" the ritual token will require LUA/Spell code.

I do not see why a Shaman in a quest line could not perform the same LUA function, if available. Good idea for customization:)

User avatar
ilythor
Retired
Posts: 436
Joined: Sun Oct 14, 2007 3:44 am
EQ2Emu Server: TessEq2
Location: Australia, mate!
Contact:

Re: Player Tombstones

Post by ilythor » Fri Sep 02, 2011 9:41 pm

We could have a lot on fun with tombstones...


AN EASTER EGG HUNT FOR YOUR SOUL! :twisted:
"Everytime you pull the trigger in space, you will ruin someone's day, somewhere, and eventually, some time."

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests