almost the same.
add to race codes/skill at spawn next:
es_keygetvalue wcs_tmp wcsuserdata event_var(userid) ks;if wcs_tmp < 3 then es_keysetvalue wcsuserdata event_var(userid) ks 1 else es_keysetvalue .... 0
ks - kill spawn
add to event player_spawn next:
es_keygetvalue wcs_tmp wcsuserdata event_var(userid) ks;if wcs_tmp != 3 then es_xkeysetvalue wcsuserdata event_var(userid) ks 0
now event death:
event player_death
..... checks for things which should must go before

....
es_keygetvalue wcs_tmp wcsuserdata event_var(userid) ks
if server_var(wcs_tmp) = 1 do
{
es_keysetvalue wcsuserdata event_var(attacker) ks 2 #it will also block enemy's respawn skill if he has same to activate, you can not block it but blocking will make skill more fair.#
es_keysetvalue wcsuserdata event_var(attacker) kst event_var(userid)
es_keysetvalue wcsuserdata event_var(userid) ks 3
}
es_keygetvalue wcs_tmp wcsuserdata event_var(userid) ks
if tmp = 2 do
{
es_keygetvalue wcs_tmp wcsuserdata event_var(userid) kst
es_getplayerteam wcs_team server_var(wcs_tmp)
es est_spawn server_var(wcs_tmp) server_var(wcs_team)
}
i didn't test it, and i wrote it without keeping close to syntax, just to totally explain you how it must be.
and how it will work:
if u're this skill, and enemy without this skill:
1. you are died by him
2. he is died
3. you are respawned, and no longer have this skill untill next round.
if you both have skills:
1. you are died by him
2. he is died by somebody
3. you are respawned, and no longer have this skill
4. he is not respawned if this somebody died.
This will prevent overpowered effect in my opinion.
If it doesn't work, try to add to ech operation comments like:
echo executed bla bla
and tell me where it stops being executed, so i will be able to fix.