I remember some of the stuff - (actually I still have a spreadsheet on it that used to give the stats on any possible skill tree):
- RPG with stat leveling and skill trees: each level up in either Human or Zombie gives you 2 stat points, which you can allocate in ATTack, DEFense, SKiLl, MANa (you start with 20).
- The player has innate stats (while either human or zombie). By default you get (in theory at lvl 0): 7% attack, 5% defense, 8 max mana, 0 mana regen. Every human level up you get: 1.2% attack, 1% defense, .5 max mana. Every zombie level up you get: .6% attack, .5% defense. Then per stat point allocated you get: .3% attack per ATT, .2% defense per DEF, .55 max mana per SKL, 1.74 max mana and 0.04 per MAN.
- Learning skills require certain stat point allocation, cash and level. For example: rampage level 1 requires 55 ATT, 29 SKL, 12k cash and level 27. Most skills have multiple levels too: rampage level 2 requires 72 ATT, 36 SKL, 18k cash (level req is always the same though). It has maximum skill level of 5. There are some zombie skills too.
- You need to be careful with stat distribution - some skills are very important like rampage and mediccure.
- Shop also has bonuses - there's also a restriction on the amount you can buy per round (people keep abusing berserk kits - of course because it's OP). Can't be used while as a zombie.
- Zombies have extra commands. Exploding zombies have the /explode command for example (duh). There's also a command to make you a zombie.
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A bit of what you can expect:
- Playing as zombie makes other people really REALLY hate you.
- Bow is very op. If not, then turret is somewhat op, with rampage and berserk.
- Used to have the hardest selection of zombie maps on. People kept voting for the same map, so rampage made it so it changes to next map whenever someone successfully votes one.
- Cure costs cash - the more you use it, the more expensive it gets. That is, unless you have mediccure. That's a great skill to piss off zombies.
- 100% defense is possible. But only if you dedicate a LOT of time to this (lvl 91 full def). Being plvled (with Link) by an almost pure ATT player will help.
BTW, someone hosted this in a Brazilian server. It used to be a multi-mode sort of server, your mod was one of them.
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About the script:
- I've put it in "biohazard" folder in the scripts folder, put the script in the Includes.txt file (as per SC2).
- I've managed to fix some scripting bugs with it.
- Created a "Bio Files/Guns.txt" file with "1=0/n2=0...10=0". (I think that means 0 cash fluctuation)
- Had to disable the if fileexists bot files for the script to actually create them.
- Had to fix /cure, a couple of out of range errors, bans on wrong weapons, lvl up script, maxbuffs to 5, cash bot self kill kicks, explosion bot not exploding, boss not appearing...
- Sleep.