Two output events for the player. startSap and stopSap.
FeaturesPlayer -> startSap x, n
- x defines the seconds inbetween losing health (and the initial delay); can be 1 to 60
- n defines the health lost per "sap"; can be 1 to 100 (instant death after the delay)
Player -> stopSap n
- n defines the health healed upon stopping the sap loop; can be 0 to the player's previous health amount (the HP they had before they were being sapped)
This can be used for a variety of things, such as:
- Making players "bleed" after they run into a harmful object. This allows them to try and get help before they completely die.
- Making a custom thirst/heat/food/etc feature for any RP, where players will stop losing HP when in towns, and must find food/heat/water (bricks or items that would heal them) to stay alive.
- Adding realism to obstacle courses, or simply making them more challenging
- Making poisons
- Putting time pressure on escape games
- Your own personal amusement
Made by Truce, suggested by myself. Yes, I was given his consent to upload this.
You're free to do whatever: post it elsewhere, upload to RTB, or just download and forget it.
Update Log-v2 - 8/11/2010
........Modification to the stopSap event. Instead of allowing a full heal, now it only lets players be healed up to their previous HP from before they were sapped. This makes less frustration for use in DMs and the likes.
........RTB approved!
-v1 - 8/10/2010
........Released