Game Rules:
Capture the Flag rules
The game organizer is responsible for assigning teams and for
placing the home bases for each team.
Home bases are placed by clicking the button next to each team entry
in the Team Status gump, and then targeting a location. Bases can be
placed/repositioned at any time prior to starting a match.
Players capture opponents flags by moving to within 1 tile of the
opponents home base when the flag is present. The flag will then be
placed in the players backpack and the player will be surrounded
with a particle effect in the color of the flag they are carrying.
Flags cannot be placed in containers, given to other players, or
placed on the ground.
A player can only carry one flag at a time.
Players score a point by returning to their home base while carrying
an opponents flag.
If a player is killed, any flag that they are carrying is returned
to its home base. Players will then be autores'd after the specified
RespawnTime (default 6 seconds).
If a player remains out of bounds (defined by the arena size) for
longer than the allowed time , remains hidden past the allowed
hiding time, is offline for longer than the allowed time, or changes
maps, any flag they are carrying will be returned to its base.
The game ends when either the target score is reached or when the
match timer counts down to zero. The team with the highest score at
that point wins and the total purse is divided equally among winning
team players.
DeathBall Rules
- The general rules are similar to a Deathmatch with the following
differences.
- A target score can be specified, which is the total number of
seconds a player must spend carrying the deathball to win.
- When a player picks up the deathball their score will be increased
by 1 per second for as long as they carry it. The score will be
displayed over the players head and updated in the game gump.
- The first player to reach the target score wins the match.
- If a player is killed, they drop the ball at the location of their
death, and are automatically resurrected and returned to the game
after the respawn delay (6 sec default),
- Non-participants cannot pick up the Deathball.
- scores do not increase while a player is hidden or out of bounds.
- if a player is disqualified the ball is returned to the gauntlet
location and the player is dropped from the match.
King of the Hill Rules
- The general rules are the same as a Last Man Standing match with
the following differences.
- A target score can be specified, which is the number of seconds a
player must spend as king of the hill to win.
- When a single player occupies the tile on which the KotH challenge
gauntlet is placed, their score will be increased by 1 per second.
The score will be displayed overhead and updated in the game gump.
If more than one player occupies the tile, no scores are
incremented.
- The first player to reach the target score wins the match.
- Once a participant is killed, they are out of the game. If only
one participant remains, they are declared the winner.
- Any non-participant that tries to occupy the KotH tile will be
automatically moved off to a random nearby location to prevent
attempts to block the tile.
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.
Last Man Standing 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 LMS 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.
- Once a participant is killed, they are out of the game. The last
remaining participant is the winner. That player takes the purse
which is the total of all entry fees.
- 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 disqualified. This time is 15
seconds by default but can be adjusted with the
LastManStandingGauntlet static variable MaximumOutOfBoundsDuration.
- Players that become hidden will have a certain amount of time to
become visible before they will be disqualified. This time is set to
10 seconds by default but can be adjusted with the
LastManStandingGauntlet static variable MaximumHiddenDuration.
- Players that are offline will have a certain amount of time to
return before they will be disqualified. This time is set to 60
seconds by default but can be adjusted with the
LastManStandingGauntlet static variable MaximumOfflineDuration.
- Players that change maps will be immediately disqualified.
- 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 LMS 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
LastManStandingGauntlet DecayTime property.
- Players are automatically resurrected after being killed in the
match by default. This can be changed by setting the
LastManStandingGauntlet 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 LastManStandingGauntlet 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
an LMS match by default. This can be changed with the
LastManStandingGump constant MaxTeamSize.
- The challenge gump lists the total number of participants in the
Players: field, and the number of remaining participants in the
Active: field.