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View Code? Open in Web Editor NEWBattle Royale game mode for TES3MP
License: GNU General Public License v3.0
Battle Royale game mode for TES3MP
License: GNU General Public License v3.0
Instead of providing spells (or other records) in a record store json, add them by running an OnServerPostInit handler
customEventHooks.registerHandler('OnServerPostInit', function()
RecordStores.spell.data.permanentRecords["test"] = {
baseId = "p_fortify_personality_b",
name = "Bread test"
}
end)
Figure out what parts are currently horribly clogging up the execution and how to optimise them.
Implement saving of player's statistics.
Also allow players to see the data that gets saved.
Implement messages for players:
Implement team-based match logic
Implement loot containers.
Multiple tiers, each using different container mesh.
Implement a method of checking how many players are still in active match
Implement a logic for zone that is not determined by cells but rather by distance from certain position.
After player has changed cell, re-paint the tile of the previous cell
Remove powers from players
Set initial match logic (starting stage, loot spawns) according to the amount of participants
Describe latest logic
Make whole config be read from file that gets created by DataManager
so that instead of typing commands into the chat window, players can just activate some object
Implement containers that contain items of recently deceased player.
Allow players to initiate a match proposal instead of having server start match proposal automatically.
explain to player what is going on and how whole thing works
Implement full cell reset instead of just cleaning up the objects that got spawned
Implement removing of NPCs and creatures at the start of the match
(or just delete permanently until #12 is implemented)
Quick workaround before removal could be to replace all guards with custom NPC that does not care about player crime.
testBR
is meat to be a placeholder (test battle royale, similarity with "testman" is merely a coincidence lol)
Provide suggestions please.
Then we can ๐ and ๐ them to see which one seems best.
Decide in what debug levels are used for what amount of verbosity.
Appropriately change debug messages to those levels.
Decide on what terms to use and what they mean in the context of this project
Allow players to choose certain parameters of the match.
A lot of code is not clearly understandable, adding more comments will help make things better.
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