Combat & Death Functions¶
gObjUserDie(lpObj)¶
Triggers the death sequence for a player.
gObjUserKill(aIndex)¶
Instantly kills and disconnects a player.
gObjPlayerKiller(lpObj, lpTarget)¶
Processes PK (Player Kill) penalties and rewards.
gObjFieldKill(lpObj, lpTarget)¶
Processes a field kill (generic kill handler for PvP/PvM).
gObjSetKillCount(aIndex, count)¶
Sets the kill count for a player.
gObjPKDownCheckTime(lpObj)¶
Processes PK penalty countdown timer.
gObjInterfaceCheckTime(lpObj)¶
Checks and processes interface timeout.
gObjSkillNovaCheckTime(lpObj)¶
Checks Nova skill charge time.
Back Spring (Knockback)¶
gObjBackSpring(lpObj, lpTarget)¶
Applies knockback to the target.
gObjBackSpring2(lpObj, lpTarget)¶
Alternative knockback implementation.
gObjCheckBackSpining(lpObj)¶
Checks if the object is currently being knocked back.
BackSpringCheck(map)¶
Checks knockback parameters for a map.
- Returns:
result, x, y, dir(tuple)
Self-Defense System¶
| Function | Description |
|---|---|
gObjIsSelfDefense(lpObj, bIndex) |
Check if bIndex is in self-defense list |
gObjCheckSelfDefense(lpObj, bIndex) |
Check self-defense status |
gObjTimeCheckSelfDefense(lpObj) |
Process self-defense timer |
if gObjIsSelfDefense(player, target.Index) then
LogAdd(LOG_RED, "Self-defense active against target.")
end
Help