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Count Life
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The Original Datapacks of Count Life.
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Description
Count Life Re-Counted
A reimagined version of Count Life where your remaining Count determines your color, combat rules, and survival.
Starting Count
At the start of the series, every player begins with 1,500 Count.
Count Colors
| Count | Color | Can Attack |
|---|---|---|
| 1500+ | Aqua | Peaceful |
| 1200–1499 | Dark Green | Peaceful |
| 900–1199 | Lime | Aqua |
| 600–899 | Yellow | Aqua & Dark Green |
| 300–599 | Orange | Aqua, Dark Green & Lime |
| 0–299 | Red | Everyone, But Violet |
| None | Violet | Everyone |
| 0:00 | Out | Eliminated |
Spectators do not have Count and cannot attack or be attacked.
Kills Rules
- Aqua and Dark Green players are peaceful.
- Lime players can attack Aqua players.
- Yellow players can attack Dark Green and Aqua players.
- Orange players can attack Lime, Dark Green, and Aqua players.
- Red players can attack everyone, that has count.
- Violets players can attack everyone
Roles
Boogeyman
The Boogeyman must successfully kill an:
- Orange
- Yellow
- Lime
- Dark Green
- Aqua
player before the session ends.
Successful kills reward additional Count.
Failing to complete the objective results in a loss of 150–300 Count.
Bounty
The Bounty Can Be Killed Be ANYONE
And must survive until the end of the session to be Cured. If you survive, you can gain anywhere from 150- 300 Count.
More roles may be added in future updates.*
Count Drain
Every 120 seconds, players lose 0–5 Count.
Deaths & Kills
Death
- Normal death: Lose 50–100 Count
- Killed by a Boogeyman: Lose 100–200 Count
Kills
- Normal kill: Gain 35–75 Count
- Boogeyman kill: Gain 70–150 Count
Additional Mechanics
If you are already gaining or losing Count over time and another kill or death changes your Count, any remaining scheduled Count changes are applied immediately before the new changes begin.
Tick Rates
- Count gained is awarded every 15.82 ticks.
- Count lost is removed every 27.5 ticks.
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