Difference between revisions of "Deathmatch Rules"

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'''Deathmatch Rules'''
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* The player that initiates the game is responsible for adding/removing players, setting game conditions, and is responsible for starting the game.
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* Individual participants must accept the challenge by selecting the accept button in the Deathmatch gump.
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* An optional entry fee in gold that each player must pay in order to participate can be specified. The entry fee will be taken from the players bank account when the game starts.
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* The match completion conditions can be specified as a target score or a match length, or both. If a target score > 0 is specified, then the first player to reach that score is the winner. If a match length > 0 is specified, then the player with the highest score at the end of the match is the winner. In the case of a tie, the purse is split between them. If both target score and match length are specified, then the game continues until one of those conditions is met.
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* When a participant is killed, their score is reduced by one and they are resurrected with full health/mana/stam. The killer has their score increased by one.
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* An optional arena size that defines the valid playing area can be specified.
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* Players that leave the arena area, defined by the distance from the challenge gauntlet, will have a specified amount of time to return in bounds before they will be penalized and respawned at the gauntlet location. This time is 15 seconds by default but can be adjusted with the DeathmatchGauntlet static variable MaximumOutOfBoundsDuration.
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* Players that become hidden will have a certain amount of time to become visible before they are penalized and made visible. This time is set to 10 seconds by default but can be adjusted with the DeathmatchGauntlet static variable MaximumHiddenDuration.
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* Players that are offline will have a certain amount of time to return before they are penalized. This time is set to 60 seconds by default but can be adjusted with the DeathmatchGauntlet static variable MaximumOfflineDuration.
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* Players that change maps are immediately penalized and respawned at the gauntlet location.
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* While a game is being set up, players can accept or withdraw at any time prior to the game starting.
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* Once a game has been started, individual players can drop out of the game by pressing the forfeit button (X) next to their name in the Deathmatch challenge gump.
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* Completed challenge gauntlets will remain for a short period before they decay so that players or observers can see the results. The default decay time is 5 minutes but can be adjusted with the DeathmatchGauntlet DecayTime property.
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* Players are automatically resurrected with full stats after being killed in the match by default. This can be changed by setting the DeathmatchGauntlet AutoRes property.
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* The default interval between killing the same player for points is enforced by default during the match. This can be overridden by changing the DeathmatchGauntlet UseKillDelay property. While you can change this, I would not recommend it due to potential for exploits unless you are running a small non-pvp oriented shard where you dont really care about rankings.
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* Note that the organizer of a Challenge game does not have to actually participate in it. This makes it easy for staff to organize matches.
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* Players can only participate in one Challenge game or 1 on 1 challenge duel at a time.
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* Players can only organize 1 challenge game at a time. Attempting to organize a second challenge game while one is still being set up will result in the first being cancelled.
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* Note that changing game conditions after players have already accepted, such as adding/removing players, changing the entry fee, or arena size, will require that players must reaccept the new conditions.
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* There is no limit to the number of players that can participate in a Deathmatch game by default. This can be changed with the DeathmatchGump constant MaxTeamSize.
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== Navigation ==
 
== Navigation ==
 
* [http://wiki.uoroleplay.com/index.php?title=:Main_Page Home]
 
* [http://wiki.uoroleplay.com/index.php?title=:Main_Page Home]
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* [http://wiki.uoroleplay.com/index.php?title=Overview_%26_Commands Overview & Commands]
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* [http://wiki.uoroleplay.com/index.php?title=Dueling_Rules Dueling Rules]
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* [http://wiki.uoroleplay.com/index.php?title=Capture_the_Flag_Rules Capture the Flag Rules]
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* [http://wiki.uoroleplay.com/index.php?title=DeathBall_Rules DeathBall Rules]
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* [http://wiki.uoroleplay.com/index.php?title=King_of_the_Hill_Rules King of the Hill Rules]
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* [http://wiki.uoroleplay.com/index.php?title=Deathmatch_Rules Deathmatch Rules]
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* [http://wiki.uoroleplay.com/index.php?title=Last_Man_Standing_Rules Last Man Standing Rules]

Latest revision as of 19:05, 9 April 2011

Deathmatch Rules

  • The player that initiates the game is responsible for adding/removing players, setting game conditions, and is responsible for starting the game.
  • Individual participants must accept the challenge by selecting the accept button in the Deathmatch gump.
  • An optional entry fee in gold that each player must pay in order to participate can be specified. The entry fee will be taken from the players bank account when the game starts.
  • The match completion conditions can be specified as a target score or a match length, or both. If a target score > 0 is specified, then the first player to reach that score is the winner. If a match length > 0 is specified, then the player with the highest score at the end of the match is the winner. In the case of a tie, the purse is split between them. If both target score and match length are specified, then the game continues until one of those conditions is met.
  • When a participant is killed, their score is reduced by one and they are resurrected with full health/mana/stam. The killer has their score increased by one.
  • An optional arena size that defines the valid playing area can be specified.
  • Players that leave the arena area, defined by the distance from the challenge gauntlet, will have a specified amount of time to return in bounds before they will be penalized and respawned at the gauntlet location. This time is 15 seconds by default but can be adjusted with the DeathmatchGauntlet static variable MaximumOutOfBoundsDuration.
  • Players that become hidden will have a certain amount of time to become visible before they are penalized and made visible. This time is set to 10 seconds by default but can be adjusted with the DeathmatchGauntlet static variable MaximumHiddenDuration.
  • Players that are offline will have a certain amount of time to return before they are penalized. This time is set to 60 seconds by default but can be adjusted with the DeathmatchGauntlet static variable MaximumOfflineDuration.
  • Players that change maps are immediately penalized and respawned at the gauntlet location.
  • While a game is being set up, players can accept or withdraw at any time prior to the game starting.
  • Once a game has been started, individual players can drop out of the game by pressing the forfeit button (X) next to their name in the Deathmatch challenge gump.
  • Completed challenge gauntlets will remain for a short period before they decay so that players or observers can see the results. The default decay time is 5 minutes but can be adjusted with the DeathmatchGauntlet DecayTime property.
  • Players are automatically resurrected with full stats after being killed in the match by default. This can be changed by setting the DeathmatchGauntlet AutoRes property.
  • The default interval between killing the same player for points is enforced by default during the match. This can be overridden by changing the DeathmatchGauntlet UseKillDelay property. While you can change this, I would not recommend it due to potential for exploits unless you are running a small non-pvp oriented shard where you dont really care about rankings.
  • Note that the organizer of a Challenge game does not have to actually participate in it. This makes it easy for staff to organize matches.
  • Players can only participate in one Challenge game or 1 on 1 challenge duel at a time.
  • Players can only organize 1 challenge game at a time. Attempting to organize a second challenge game while one is still being set up will result in the first being cancelled.
  • Note that changing game conditions after players have already accepted, such as adding/removing players, changing the entry fee, or arena size, will require that players must reaccept the new conditions.
  • There is no limit to the number of players that can participate in a Deathmatch game by default. This can be changed with the DeathmatchGump constant MaxTeamSize.



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