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Revive Me! - Player Revival Mod

Allows you to revive yourself and others at a cost... or not, up to you!
Self Revive Screen.png

Self Revive Screen.png

Compact Mode.png

Compact Mode.png

Player revive with item.png

Player revive with item.png

Not Enough Food.png

Not Enough Food.png

Player Revive Only.png

Player Revive Only.png

Calling For Help.png

Calling For Help.png

Can see item stats by using the tooltip keybind

Can see item stats by using the tooltip keybind

Description

If you discover a bug please let me know!

IMPORTANT: Requires Invocore (GRAB HERE)

When taking fatal damage, the player will enter the fallen state. By default, they can't interact with anything, nor take damage (unless their death timer runs out).

Newest Additions (8/25/2026)

  • Can give up on main self revive screen now by sneaking
  • Timer now has 3 settings: Targetable, Death, and Revive
  • New Revive type: Overkill (found under Attack & Damage Settings config group)
  • Can now change the amount of damage a player in the fallen state recieves/deals
  • You can now hide/show the Revive Me! GUI by sneaking and pressing F (default keybind)
  • Fallen_Is_Targetable - If mobs can target you while in the fallen state (reverses when timer ends.)
  • Finally, Use and Attack can now be added to the allowed_keybinds config list

Main Features

  • Over 50+ sorted configuration values (From revive item user, to fallen player interaction)
  • No (known) compatibility issues! Works with popular mods like SuperbWarfare, TACZ, Epic Fight, First Aid, etc.
  • Works with vanilla teams

Fallen State

  • Stops death and makes you immune to all damage (configurable with Damage_Source_White_list)
  • Can't interact with entities/blocks (except for pushing)
  • No inventory interaction (configurable with Interact_With_Inventory)
  • Blocks All modded keybinds and most vanilla keybinds (configurable with Allowed_Keybinds)
  • Shows a countdown timer in-world

General Revive

  • TIMER - When the timer ends you will be revived (note: uses self revives first, then uses player revives)
  • OVERKILL - Revive players by damaging them (note: environment & self damage triggers self revive. Everything else uses player revive)
  • OVERHEAL - Revive players by healing them (note: counts as a player revive, can't track who does it)
  • COMMAND - Use /reviveme <player> for basic revive (is not counted towards revives)
  • REVIVE ITEMS - Can setup ANY item for revival (highly configurable, check config folder -> reviveme -> reviveme-items-example.json for examples!)

Self Revive

  • EXPERIENCE - Lose experience
  • DESTROY - Destroy mobs in a certain amount of time
  • STATUS EFFECTS - Gain negative effects
  • CHANCE - Use percentage chance
  • RANDOM_ITEMS - Selects up to 4 items in inventory to destroy

Player Revive

  • ITEM - Takes revive item only (note: revive items can be used regardless whether this option is selected or not)
  • NONE - Takes nothing (note: this is automatically selected if the reviver is in creative)
  • HEALTH - Takes reviver's health
  • FOOD - Takes reviver's food from food bar
  • EXPERIENCE - Takes reviver's XP

Extra Notes

-Have bugs or suggestions? https://github.com/Cycro54/Revive_Me/issues

-Wanna see the to-do list? https://github.com/Cycro54/Revive_Me/blob/1.16.5/README.md

-Revive Item Example page: https://github.com/Cycro54/Revive_Me/blob/1.16.5/src/main/resources/assets/reviveme/reviveme-items-example.json

-I may not respond if it isn't a question, but I do read the comments! Ty :3

FABRIC release will come AFTER XP Shop rewrite

If you don't like the way this mod handles revival, there are alternatives:

PlayerRevive

Hardcore Revival

Buy Me a Coffee at ko-fi.com

(Technically a game, but potato tomato amiright?)

The Revive Me! - Player Revival Mod Team

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