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LifeLimit

A customizable limited lives datapack.
Crouching on an enchantment table offers a reward.

Crouching on an enchantment table offers a reward.

The message received after losing a life.

The message received after losing a life.

5 lives for killing the first Ender Dragon.

5 lives for killing the first Ender Dragon.

The message received after killing a person.

The message received after killing a person.

Your experience for a life.

Your experience for a life.

Reviving another player using a lectern.

Reviving another player using a lectern.

Description

An alternative to hardcore mode, LifeLimit is a datapack that, by default, will give the player 5 lives to survive in Minecraft. Through a variety of customizable modules, the player can gain more lives, or even revive their friends after death. In addition, it includes a health counter and experience bottling system.

 

Modules:

 LifeLimit: The player is given a set number of lives (configurable), and every time they die, they lose one. When a player loses all their lives, they are sent into spectator mode. This can be disabled while leaving LifeSteal enabled, allowing for only PVP-based life transfer.

 LifeSteal: When a player is killed by another player, the killer steals the life of the victim. This can be disabled while leaving LifeLimit on, meaning that one player will lose a life without the other taking it.

 Lectern Sacrifice: When a player shifts on a lectern with 15 levels of experience (or above), the equivalent value of XP is removed, and the player gains a life.

 Lectern Revival: When a living player with 2 or more lives occupies a lectern and a dead player (in spectator mode) either enters the same block or spectates them, the living player will donate a life and revive the other. This will spawn lightning, so isn't recommended in wooded areas.

Reliable XP Bottles: When a player shifts on an enchantment table, they will get, depending on how many levels they have, the proportional number of bottles to the experience that is removed. This allows for the transfer to other players and storage in chests of experience. To avoid losses, experience bottles are immediately replaced with the exact amount of XP removed by the enchantment table for one bottle.

Rewards: Through four easily disabled modules, a player can gain several lives, or just one, through in-world actions. They are: being in the end when the first ender dragon is killed (x5), killing an elder guardian (x1), breaking a spawner (x1), and defeating a wither (x1).

 

Configuration:

To see the configuration menu, do /function s32:op. This will mark you as an operator and you will see the menus on subsequent reloads.

The datapack is configured using clickable chat text.

By default, all modules are enabled, and no counters will be used.

 

Notes:

Lifelimit includes S32core and Looper, two very small packs that prevent repetition of code between my datapacks, as well as providing a way of referring to operators in code and running commands by the second (rather than by the tick). Removing them will likely break this pack, so it is not recommended.

 For efficiency in life change after death, the gamerule doImmediateRespawn is recommended, as by default the death score is not updated until a player clicks respawn.

This datapack runs 1 command every tick, and several more every second. This may, but is highly unlikely to, have an effect on TPS (ticks per second), particularly in multiplayer servers. The pack is as optimized as possible, with only one command running per second for disabled modules, so this should not be a major concern for most people.

The LifeLimit Team

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