Overview
The Revenge Mark system tracks consecutive kills between players and displays progressively more intense visual effects as the kill count increases. This system adds a layer of rivalry tracking to PvP encounters, showing which player has dominated the matchup.The kill count increments up to a maximum of 999 kills. Different visual effects are displayed based on the current kill count.
Kill Count Effects
The game renders different effects based on the number of times you’ve killed the same player:| Kill Count | Effect Name | Effect Data ID | Description |
|---|---|---|---|
| 1 | RevengeMark_Loop_01.EFT | 265 | First kill effect |
| 2 | RevengeMark_Loop_02.EFT | 266 | Second kill effect |
| 3 | RevengeMark_Loop_03.EFT | 267 | Third kill effect |
| 4 | RevengeMark_Loop_04.EFT | 268 | Fourth kill effect |
| 5 | RevengeMark_Loop_05.EFT | 269 | Fifth kill effect |
| 6 | RevengeMark_Loop_06.EFT | 270 | Sixth kill effect |
| 7 | RevengeMark_Loop_07.EFT | 271 | Seventh kill effect |
| 8-999 | RevengeMark_Loop_08.EFT | 272 | Maximum kill effect |
Notice Effects
Special notice effects are displayed based on whether the kill count is odd, even, or reaches the maximum:| Condition | Effect Name | Effect Data ID | When Displayed |
|---|---|---|---|
| Odd number | RevengeMark_Notice_01.EFT | 262 | Kill counts: 1, 3, 5, 7, 9, etc. |
| Even number | RevengeMark_Notice_02.EFT | 263 | Kill counts: 2, 4, 6, 8, 10, etc. |
| 999 kills | RevengeMark_Notice_03.EFT | 264 | When reaching maximum kills |
System Messages
The Revenge Mark system uses the following system messages:Message Variables
<t>: Target player name<v>: Kill count value
System message 509 is new to Episode 6 and was added by the client library to support the Revenge Mark system.
How It Works
First Kill
When you kill another player for the first time, the system initializes a kill counter for that specific player matchup.Effect displayed: RevengeMark_Loop_01.EFT (265)
Subsequent Kills
Each time you kill the same player, the counter increments and a new effect is displayed based on the total kill count.Effects progress from Loop_01 through Loop_08.
Notice Notification
Special notice effects appear to emphasize milestone kills (odd/even alternation, or reaching 999).
Visual Effect Progression
Effect Intensity Levels
Effect Intensity Levels
The visual effects become progressively more intense as the kill count increases:
- Kills 1-3: Subtle effects, small visual indicators
- Kills 4-6: More noticeable effects, increasing in size and color intensity
- Kill 7: Significant visual upgrade, highly visible
- Kills 8-999: Maximum intensity effect, extremely prominent display
Example Scenarios
Scenario 1: New Rivalry
Scenario 2: Escalating Rivalry
Scenario 3: Total Domination
Implementation Details
Counter Tracking
The system tracks kill counts in a player-vs-player basis:Effect Selection
Configuration
No special configuration files are required for the Revenge Mark system. It works automatically once the Episode 6 game library is installed.The Revenge Mark system is built into the game service and requires no additional setup beyond installing the sdev library.
Client Support
The Revenge Mark system requires Episode 6 client support:- ✅ Effect files (RevengeMark_*.EFT) must be present in client
- ✅ System message 509 must be defined in client strings
- ✅ EffectData.SData must include effect IDs 262-272
Best Practices
- Monitor Kill Counts: Use revenge marks as indicators of player skill gaps
- Strategic Awareness: High revenge marks indicate a player you may want to avoid
- Team Communication: Call out players with high revenge mark counts
- Server Events: Consider hosting revenge mark tournaments or competitions
- Anti-Griefing: Monitor for potential griefing scenarios with extremely high counts
Troubleshooting
Effects Not Displaying
Effects Not Displaying
- Verify client has all RevengeMark_*.EFT files in the effects directory
- Check that EffectData.SData includes effect IDs 262-272
- Ensure client version is Episode 6 compatible
- Verify no client modifications are interfering with effect rendering
System Messages Not Showing
System Messages Not Showing
- Verify system messages 508 and 509 exist in client strings
- Check that message ID 509 was properly added to the client
- Ensure the client string table is not corrupted
- Try relogging to refresh client message cache
Kill Count Not Incrementing
Kill Count Not Incrementing
- Verify the sdev library is properly loaded
- Check server logs for any errors related to revenge marks
- Ensure both players are in valid PvP zones
- Verify the kill is being registered by the server (check combat logs)
Counter Resets Unexpectedly
Counter Resets Unexpectedly
Kill counters may reset when:
- Either player logs out (depending on server configuration)
- Server restarts
- Players change maps/zones (depending on implementation)
- Specific time periods elapse (if configured)
Integration Ideas
Leaderboards
Create leaderboards tracking:- Highest revenge mark count
- Most revenge marks against different players
- Longest active revenge mark streak
Achievements
Award achievements for:- Reaching specific kill count milestones (10, 50, 100, 500, 999)
- Getting revenge on someone who has a mark on you
- Maintaining multiple high revenge marks simultaneously
Rewards
Provide rewards based on:- Total revenge mark kills accumulated
- Breaking someone else’s revenge mark streak
- Surviving against someone with a high revenge mark on you
Related Features
- PvP Systems - Core combat mechanics that trigger revenge marks
- Ranking System - Track overall PvP performance
- Guild Wars - Revenge marks in guild vs guild combat