Second Chance icon

Second Chance -----

Help your friends get back up on their feet!




Just a few little things, along with compiling against 1.18, because the new update is fun!

Some additions include;

Redstone bleeding!
Bleeding out players can leave a trail of redstone wire as they crawl around. This is actual wire, and can be farmed for redstone if people really want to, but its off by default.

Item throwing!
Taking a death blow makes it really hard to hang on to your stuff. Downed players can (configurably) drop their held items, in both main hand and offhand, and some of their inventory too.

Extra options!
There's an additional Environmental multiplier in the config, which affects everything the other options dont.

There's also an option to reduce maximum health whenever someone is revived, an additional cost to people going down! As usual, this is recoverable through dying, or a fully charged regen beacon.
That's it! It's not huge or anything, but just some extra tools to play with as we throw ourselves off cliffs and into caves.

----------, Dec 21, 2021

Just some small editions on some overlooked (and forgotten) features.

  • Made the Delay.Time variable accept formulas.
  • Stopped players from using throwables while downed.
  • Made revive extinguishes happen AFTER the formula was calculated, so the fireticks variable wouldnt be 0 when someone is being revived.
  • Added an option to deny beacon regeneration to downed players.
  • Tweaked how the "TIME" delay option works. It now revives the player when the regeneration effect expires, with some added logic to prevent the duration being refreshed to make sure infinite revives don't happen.

It's probably a good idea to rebuild your config, but it's up to you.
----------, May 23, 2021

Just a couple of small things.
  • Fixed a big where totems weren't respected.
  • Added a feature that will instantly kill any player that is totally alone. This is configurable, as usual.
----------, May 18, 2021

Back at it again, constantly doing small tweaks to this little plugin, even 6 years later. These tweaks have accumulated to a substantial enough update to justify publishing it, so everyone can enjoy. Let's go through what's new!

Formulas! The entire name of this update.

The biggest and most drastic change is to the config, and how things are handled there. Previously, there were several options to help fine tune and make the numbers exactly what you want. Well, these are all gone, instead replaced with a single line. How is this possible? Formulas with in game variables, which you can use to replicate the old settings much easier than before. The default config has the same effect as the default config previously, but it's all condensed into one line. Take a look, and go wild with your adjustments.

This is possible thanks to Udo Klimaschewski, and his wonderful EvalEX library. He has a wonderful writeup on the github that you can use, just so you know how flexible this is.

https://github.com/uklimaschewski/EvalEx

New mechanics, introducing burn outs!

When this plugin was used in PVP, a lot of players were using lava buckets to finish off players they've downed. It was cool, and made a ton of sense from a game-play perspective, you wanted to finish off downed players without chewing through their armor + a damage reduction. This mechanic lets that happen, but aims to slow it down some, so friends can come in to help instead of drowning in lava immediately. What it does, is it makes downed players immune to fire/lava damage. However, if a player takes a bleedout tick while they're on fire, they permanently lose maximum HP. The only way to recover this HP is either dying, or staying under a fully powered beacon's aura, when regeneration is selected. How much maximum health is lost is configurable, as well as this feature as a whole. If you run a PVP server, give it a go, and see how it handles.

Smaller things!

If a player you've downed bleeds out or dies, you will get a little "ding" to accompany the server death message.

Starting a revive will put out fires on players!

Both of these things are configurable!


Aaaaaaaaaaand... I think that's it. I might be forgetting something, but it's probably too small to matter. Please note, that this will require a CONFIG REGENERATION. Please delete your configs before updating.


Have fun everyone!
----------, May 17, 2021

I am the most consistent plugin developer on this site, and anyone who disagrees is completely right!

In all seriousness, the need for extra features arose within my own friend group, so I dug the source code off my failed hard drive (should really be using github at this point, huh?) and got back to work on it. Here's a basic rundown of what's been added.

  • Permission support! I know this was a request some people had before, but it only took me 2-3 years to implement it! There are now two permissions for this plugin, one that lets you go down, and another that lets you revive. You can now have dedicated medic classes in mob arena! Nice!
  • Teams support! Only one person requested this one, but it made so much sense I just had to do it. The config has a "respect teams" value in it now, and if true, players can only revive players on their own team, with an exception setting for teamless players. This might be a bit buggy, and it also is prone to being messed with by other plugins (CMI seems to like to put people on one man teams), but its here! You can always disable it, and report a bug if youre having problems.
  • Metrics support! The plugin will now keep track of everyone whos been killed/revived, and report it to bstats. You can also view it yourself, locally through the "printstats" command. Not very exciting to anyone but me, really, but its there!
  • New punishment mode! There's an additional valid option for "DownPunishmentType" config option, named "PERSISTENT". It essentially keeps track of the damage a player accrues when downed, and recovers it slowly while the player isnt down. Its inspired by Dead by Daylight, where you have a fixed time being down, and being revived does not reset that time.
  • Particle effects! Down players now let off a poof of bloody redstone when they take damage while downed. Players being revived will not only lack that particle, but have blue dust spilling off them to show they are healing! Just a little more feedback so things are easier to read.

Those are all the biggest things. Of course, my testing caught a few bugs that have been here since they were written, probably. There's a few less edge cases, and some general wonk taken out of the code. I'm sure there's a few more in there now, but if anyone finds them, let me know and I'll take care of it.
----------, Dec 27, 2020

The following bugs have been fixed:

  • Crawl speed not respecting original players move speed
  • Fixed percentage option for revive not working as intended
Along with this, there is a new option under GeneralOptions in the config, "BleedThrough". When true, this option makes any leftover damage from the original downing attack bleed through to your downed health. This respects the incoming damage multiplier, and overkill as well. The check for overkill does not respect the incoming damage multiplier, so a 30 damage attack on a 1 health player with -20 overkill will still instantly die, but the same scenario with -200 overkill will bring the player to roughly 5 health in the downed state, assuming 0.5 incoming damage multiplier.

Its a little complicated, but it basically means that players can damage the downed health sooner, and provides a middle ground to overkill, where huge damage wont instant kill you, but also wont be meaningless.
----------, Nov 22, 2018

Version 2.1

Biggest things
  • Added an option for delayed revives
  • Added an option for max health based down damage
  • Revamped the messages system, adding a new config and support for titles
  • Added custom death messages when a player bleeds out while downed
  • Added optional glowing effect to downed players
  • Added optional brief invulnerability to downed players
Smaller things
  • Optimized performance
  • Fixed various bugs
  • Bleedout damage does its best to ignore resistances (no more players bleeding out forever with their protection 20 armor and resistance 4)
----------, Sep 25, 2018

Hey guys, its been a while. I know I'm not the most active person with minecraft, but with all the battle royale games out there, I've seen wonderful new takes on the DBNO concept. This update does a few things, mainly cleaning everything out, taking the rust off of the code, and improving stuff on the backend.

It does, however, affect users directly. Notable changes include:

  • Config is cleaned up. No longer will you see a disgusting mess here. It also responds better to changes, instead of overwriting edits.
  • An alternate cooldown system was implemented, imitating PUBG's revive system, making successive downs less forgiving.
  • Countless bugs I cant believe nobody has said anything about have been squashed.
  • I got rid of metrics. I dont care about that anymore.

Again, most of the changes were internal. If you have any problems, I probably will be slow to respond (multiple months) here, just discord dimwit10⁵#8052 and I'll help you out.
----------, Jun 20, 2018

Added:
+Auto-Revive on kill (Configurable)
+Damage reduction from downed players (Configurable)
+Healing can cancel cooldown (Configurable)

Fixed:
*Players not seeing their own revive messages
*Death messages not sending
----------, Apr 30, 2015

Dud update, forgot to change version string
----------, Apr 29, 2015

Logging out when down will kill you
New monster invisibility (default off) in the config
Local broadcasting to nearby players
----------, Apr 29, 2015

Added plugin metrics
Added an alternative to the flat revive-health value
Added a "/giveup" command, which just kills you

Fixed jumping while down
----------, Apr 26, 2015

Fixed a bug where you could only move by jumping, even after respawning
----------, Apr 25, 2015

Resource Information
Author:
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Total Downloads: 4,042
First Release: Apr 25, 2015
Last Update: Dec 21, 2021
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All-Time Rating:
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