Player Tombstones
Posted: 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!
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
XP Loss:
XP Loss can be handled many ways, or no loss at all:
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:
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:
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.
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
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 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
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]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]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 sicknessResurrection:
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