Second chance gives your friends (and enemies) a second chance before they finally go down.
- Native Minecraft Version:
- Tested Minecraft Versions:
Upon taking a hit that would normally mean your end, you are instead locked in place unable to move or break blocks (Incapacitated). Your health is refilled and begins ticking downwards, also you are still vulnerable to attacks. If anyone comes up and right clicks on you, you are revived to 3 hearts with a cool-down timer to prevent this from happening again.
There was a youtube video showing this off, but its been taken down at this point, so I'll probably have to make one myself. Coming soon™
Any questions/comments/concerns/hatemail can be sent through discord for a more immediate response. Feel free to send me a message, I will get to you a lot faster than through spigot.
- Revive your fallen friends with a single right click
The config is heavily commented, and should be easy enough to understand. I'll post the config here anyways so you can see what is configurable
Code (YAML):#Please note, there are no failsafes in the code, if you configure something that doesnt make sense, strange things will happen.
#Common formula variables
# r = number of times revived.
# m = max health of the player
# h = lowest health of the player had while downed.
# c = current health.
# f = current player fire ticks. 20 = 1 second of the player being on fire.
#If a players current health is under this when attacked, they'll instantly die instead of being downed.
#-20 means a player at 20 health needs 40 damage in one hit to instantly die, while -5 only needs 25
#Should leftover damage bleed through to downed health? The damage dealt to downed health is modified by the bleedthrough multiplier
#Should we make a small ding noise to the killer when a player bleeds out?
#Should we allow beacons to apply their regeneration effect to downed players?
#How fast should players walk while down, this doesnt affect swimming speed.
#Should players aquire the glowing potion effect?
#Seconds of resistance 5 to apply to players as they get downed. This makes them impervious to all damage for the duration. 0.0 Disables
#Should the regeneration buff be removed when down? Note: This doesn't affect regeneration being removed when damaged while down, just the hit downing the player
#Should players be invisible to monsters while down?
#How many blocks should we check for players around before considering someone totally alone? Should they be alone, players cannot go down. 0 means infiinte range. It's probably a good idea to keep this the same as the range in messages.
#This is an option which does several things when true. First, it makes all downed players immune to lava/fire direct damage. However, if the player is on fire when they take bleedout damage, their max health is reduced by the below formula. This lost HP can only be restored by a fully charged beacon set to regeneration.
#Downed players on fire will not stop burning naturally, they must be extinguished by water, or by a revive.
#I don't have it complicated, this will remove a full heart for each bleedout tick by default. Players can be burned down to a minimum of 1 HP.
#Multiplier applied to damage to/from a downed player. A multiplier of 0 cancels the attack entirely.
#This only multiplies damage coming from other entities, environmental damage is unaffected.
#This multiplies damage done to downed health as part of the initial downing blow. Does nothing if bleedthrogh is off
#Should the revived player recieve absorption so they're not immediately downed again (aka sandbagged)
#Strength of the absorption Note: potion power starts at 0, setting this to 1 applies Absorption II
#Should players be revived by thrown instant health potions? This can allow self revives if true
#Should a kill revive a player?
#Should a revive extinguish fire?
#How likely is a player to revive themselves? This is a percentage, with 1.0 being 100%
#Settings relating to teams
#Should we care at all about teams?
#How to handle teamless players. This has several options.
#ALL: Teamless players belong to all teams, and can revive/be revived by anyone.
#OWN: Teamless players belong to a team of their own, and can revive/be revived by other teamless players only.
#NONE: Teamless players belong to no team, and cannot revive/be revived.
#Options on how much health to give after a successful revive
#Should we delay the revive in some way?
#This has several options:
#REGENERATION: Applies regeneration to the target, allowing them to heal and reviving them when theyre at full health
#TIME: Applies regeneration to the target, reviving them when the regeneration buff expires naturally.
#NONE: Instantly revives the target
#With any option, the regeneration buff is removed when a downed player is damaged.
#For TIME setting, how long will the revive take, for REGENERATION setting, how long will the regeneration last.
#For REGENERATION setting, how strong will the buff be?
#Should a cooldown be enforced, stopping players from going down again within a certain amount of minutes?
#For how many minutes?
#Should the cooldown be cancelled when you heal?
#How long should we wait before a down is forgiven (in minutes)
#How much health should a freshly downed player recieve?
#How long do we wait between damage ticks?
#The damage formula of how much damage to deal with each bleedout tick. Supports a number of variables.
DamageFormula: "1 + (1*r)"
Death messages and titles are configurable too, just in a seperate file
Oh, and let's not forget permissions! There's only a couple, as follows.Code (YAML):#Should announcements be sent to players
#Should the custom bleedout messages be used if a player ticks out while down?
#Should the Message -> Death text be used?
#How far to send messages/titles
#Should we use titles? If false, will use standard player chat.
#Fade in / sustain / fade out times, in seconds
#Customizable messages for everything $ represents the section symbol, allowing for colors
#If a message starts with %, it will need a pair of ' surrounding it
Downed: $4%p has been incapacitated!
Revived: $1%p has been revived!
SelfRevive: $1%p is too stubborn to die!
Death: $8No one revived %p.
ReviveIncoming: You will be revived in %s seconds
ReviveHeal: You will be revived when you reach full health
ReviveCancelled: Damage taken, revive has been cancelled
ReviveOther: '%p is being revived!'
#Custom messages for when a player dies to a bleedout tick, these will replace the default messages
CONTACT: '%p bled out after hugging a cactus.'
DRAGON_BREATH: '%p bled out after being burnt by the dragon.'
DROWNING: '%p has really bad memes'
ENTITY_ATTACK: '%p bled out after being attacked.'
EXPLODE: '%p bled out after an explosion.'
FALL: '%p bled out after falling.'
FALLING_BLOCK: '%p bled out after being crushed.'
FIRE: '%p finally burned away.'
FLY_INTO_WALL: '%p bled out after smashing a wall.'
HOT_FLOOR: '%p bled out after stepping on magma.'
LAVA: '%p finally burned away after a lava encounter.'
LIGHTNING: '%p bled out after being struck by lightning.'
MAGIC: '%p bled out after magic happened.'
POISON: '%p succomed to the poison.'
PROJECTILE: '%p bled out after being shot.'
STARVATION: '%p finally starved.'
SUFFOCATION: '%p couldn''t expel the blocks from their lungs.'
SUICIDE: '%p finally ended it.'
THORNS: '%p bled out after hitting thorny armor.'
VOID: '%p had the void stare back at it.'
WITHER: '%p finally withered away.'
UNKNOWN: '%p bled out.'
Killer: '%k finally killed %p.'
description: Allows a player to go down
description: Allows a player to revive another through right click
Second Chance 2.5_02
Help your friends get back up on their feet!