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Combat & Death Functions

gObjUserDie(lpObj)

Triggers the death sequence for a player.

gObjUserDie(player)

gObjUserKill(aIndex)

Instantly kills and disconnects a player.

gObjUserKill(aIndex)

gObjPlayerKiller(lpObj, lpTarget)

Processes PK (Player Kill) penalties and rewards.

gObjPlayerKiller(killer, victim)

gObjFieldKill(lpObj, lpTarget)

Processes a field kill (generic kill handler for PvP/PvM).

gObjFieldKill(attacker, target)

gObjSetKillCount(aIndex, count)

Sets the kill count for a player.

gObjSetKillCount(aIndex, 100)

gObjPKDownCheckTime(lpObj)

Processes PK penalty countdown timer.

gObjPKDownCheckTime(player)

gObjInterfaceCheckTime(lpObj)

Checks and processes interface timeout.

gObjInterfaceCheckTime(player)

gObjSkillNovaCheckTime(lpObj)

Checks Nova skill charge time.

gObjSkillNovaCheckTime(player)

Back Spring (Knockback)

gObjBackSpring(lpObj, lpTarget)

Applies knockback to the target.

gObjBackSpring(attacker, target)

gObjBackSpring2(lpObj, lpTarget)

Alternative knockback implementation.

gObjBackSpring2(attacker, target)

gObjCheckBackSpining(lpObj)

Checks if the object is currently being knocked back.

if gObjCheckBackSpining(player) then
    LogAdd(LOG_BLUE, "Player is being pushed back.")
end

BackSpringCheck(map)

Checks knockback parameters for a map.

  • Returns: result, x, y, dir (tuple)
local ok, x, y, dir = BackSpringCheck(player.Map)

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