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HeroesStone_PRC8/_module/utp/prisignpost.utp.json
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"0": "Persistent World Support\nSo long as the server remains online, the status that a player leaves the world in is the status the player will return to the world in. So if a player is dying at -5 hp and they quit out of the game, they will return dying at -5 hp. This also holds true if the server is restarted from a saved game. \n\nExperience in HCR\nHCR is meant to be played with the modules experience slider set to 0. \n\nExperience in HCR is now handled per the DMG pg 165. The current Bioware system takes into account Familiars, Summoned Creatures, Animal Companions and Henchmen when calculating your average level. Plus it bases exp on the individual (and pets) level and doesnt do a party split of the EXP. Infact, a single creature actually gives more exp in a larger party with pets than a single pc fighting solo. \n\nThe rate of experience gain in HCR is controlled by two variables in hc_inc. One is BASEXP which defaults to 300 (the same amount per CR as the DMG). The other is BONUSXP and defaults to 0 which is added to any exp gained. Use this to speed up exp gain in your module without affecting a creatures base worth.. NOTE: If the CR of the creature is 8 more or less than the Average party level, they will gain 0 experience. 8 CR below is no challenge, 8 CR above they should be unable to defeat, so the DM should award exp in that case.\n\nYOU MUST PLAYTEST YOUR MODULE TO GET THE FEEL OF WHAT IS RIGHT FOR YOUR DESIRED PROGRESSION. (That should be stressed enough). \n\nTo set up a module to be like 10% now, just set BASEXP to 30.0 and you should get the desired results. (Many thanks to Helz and Mmealman for the base for this code and to WhyteShadow for optimizing it) . This allows you to have the same advancement as normal NWN, but it doesnt reward parties for being bigger other than safeties in numbers.\n\nThis system opens up a whole new set of considerations for the players. Do they limit their party size and have more risk, or do they go with a large party and have less risk, but less reward.\n\nThis system allows the DM/Builder to control exactly how much exp will be available in a module.\n \n\nDeath and Dying\nDeath and dying matches that defined in the Player Handbook (PHB) pg 129 as closely as is possible.\n\nWhen a player takes damage that reduces them to 0 hp, they are DISABLED. While disabled, a player receives an 80% movement penalty, is Slowed, and is Cursed with -5 pts to all stats save constitution and charisma.\n\nWhen a player takes damage that reduces them between -1 and -9 hp, they begin to die. They fall to the ground, and a Death Corpse (DC) appears beside them. Everything not equipped on the character, including their gold, appears on the DC. Anyone can loot these items, the intent being that your party members can use the cure potion you have on your body to heal you.\n\nOnce a round (6 sec) there is a 10% chance that you will STABILIZE. If you do, you stop bleeding, if not, you take 1pt of damage. Once stabilized, there is a 10% chance per hour (2 min by default timer) that you will enter RECOVERY, if not, you take 1pt of damage. Once in recovery, you have a 10% chance per day of beginning to heal normally. While in recovery, you suffer the exact same penalties as when disabled.\n\nIf you heal ANY while -1 to -9, you automatically jump to a stable heal state. You will take no more damage and are under the same effects as when in Recovery.\n\nOnce you reach -10 hp, you are dead. All equipped items join your Death Corpse, along with the Player Corpse Token (PCT).\n\nWhen you die, you get one automatic roll to see if your Deity chooses to notice your passing and resurrect you. There is a 5% chance this will happen, +1% per 4 levels. If not, you are off to the Fugue Plane.\n\nOne on the Fugue Plane, you are able to move, but not attack anyone. You stay here till you decide you are tired of waiting, or till you get resurrected (See below)\n\nBack in the real world, your corpse may be dragged by anyone who picks up your PCT. It weighs 130lbs. When they pick up your PCT, your DC goes to the Storage area, making it look like they picked up your corpse. When they drop the PCT, your DC reappears where they drop it.\n\nThe PCT may be activated targeting a NPC cleric of level 9 or higher. The NPC cleric will raise the dead person, if the person using the PCT has 50gp*level of NPC cleric for raise dead, 70*level for resurrection and 90*level for true resurrection. Raise dead and Resurrection have an additional 500gp cost, and true resurrection has an additional 5000gp cost, so 950gp minimum. (Thus its usually not financially feasible to raise a level 1 person).When resurrected by any means other than Deity, you lose 1 level, going to the middle of the previous level. If level 1, you lose 1 hp. BUG: If you are multiclassed and lose a level, it bugs your character if you are only 1/1 in level. Will be fixed soon.\n\nWhen you return to life, everything on your Death Corpse is put back on you and it and the PCT vanish.\n\nResting\nYou can only rest in the game every 8 hours (16 min). This is done so that casters do not just cast all their spells, rest for 30 seconds and then rinse and repeat. To be able to rest, you will need either a bedroll or, if you are in a town, rent a room in an inn. Once you have rented the room, simply click on the bed to use it.\n\nQuitting and returning does not reset this timer. \n\nIf you are using the FOODSYSTEM you need food on you to be able to rest. (Cant rest on an empty stomach you just toss and turn all night). \n\nWhen you rest, you only heal 1 hit point per level instead of full heal. This prevents fighters from attack, rest, attack sequence.\n\nSleeping in an Inn also effects your healing rate. If you rest in a cheap room, you gain one additional hit point back. If you rest in a normal room, you get three additional hit points back. If you rest in a suite, you get five additional hit points back.\n\nDifferent foods might also effect your healing rate. Foods can either give you none, one, two, three, or five additional hit points back from resting.\n\nThese resting modifications are part of the Purple Rose Inn scripts. To learn more about the Purple Rose Inn or to read the FAQ, please visit http://www.woventapestry.net/NWN/purplerose.html.\n\nCharacter Generation\nWhen a character with 0 experience points enters the game, they are stripped of all items, given the PHB amount of gold for their class, and then presented with a newbie store. They only get one shot at the newbie store, if they close it, its gone.\n\nIf GIVELEVEL is defined higher than 1 (see hc_inc in the Detail Info section), players will be given experience to get them to that level. (ie if set to 5, all players will advance to level 5).\n\nSubraces are supported. Subraces which require an ECL (effective character level) are not included. To use a Subrace, you must pick the base race (ie Elf) and then click on the Subrace button and type the subrace name EXACTLY as it is in the hc_subrace_inc file. (ie Sun Elf)\n\nSpell Changes\nThe Summon Creature line (I-IX) now lasts the duration given in the PHB, ie 1 round per caster level. (Plus 1 round to make up for NWN Game mechanics). If you want this to last longer, you may set SUMMONTIMER to the number of rounds/level you want it to last. This change does not affect Familiars, which still last till dead or you rest.\n\nYou may designate what they Summon Creature line will summon. You may either have one per spell level, or a random set per spell level. This is all defined in the script: hc_summon_inc\n\nThe Cure <blank> Wounds series of spells has been modified such that they do not cure for maximum when cast on Players.\n\nThe spells Raise Dead and Resurrection have been modified to apply the resurrection penalty of level loss.\n\nIf you set MATERCOMP in hc_inc to 1 you will turn on requirements for material components. Note, if you choose to use them (i recommend it) you must also install the add-on Material Components (HardCoreERFMC.zip)\n\nMiscellaneous\nA login message appears to all players when logging in.\n\nDM Reservation system. By setting DMRESERVE in hc_inc to some number greater than 0, the game will limit the number of players to that number, regardless of what Maxplayers is set to on the server. This allows the DM to always have a slot to log into.\n\nAll DMs are given a DM Helper upon login. (See DM Helper below)\n\nThere are 4 new potions that may be used on others rather than just self. They are the Cure <blank> wounds series. They appear under miscellaneous since Bioware has potions hardcoded as self only. These potions cost IAW the PHB. Its strongly recommended you remove the normal cure potions from vendors and just use the improved ones.\n\nAny item may be made sittable upon by addition of the hc_pc_sittable script (hey, its cheesy, but I liked it).\n\nAn add-on summon monster system adds more than 200 creatures to the possible results when casting Summon Creature\n\n.A wandering monster system is available, allowing you to set the strength and chance of wandering critters when players rest.\n\nAn add-on bulletin board system is available.at this link: http://nwn.darkemud.com/~darke/HC/download.htm\n\nA PK Tracker system Setting PKTRACKER to a number higher than 0 in hc_inc will make it so that if anyone kills more PC's than that number, they are booted from the game and cannot get back in in any form till the server resets. If TELLONPK is set to 1 in hc_in (default) then all dm's are told anytime a player kills a player. Note that PK's against members of your own party do not count against your total allowed (whoops, fireball)\n\nScroll Creation System - Mages may make scrolls IAW the DMG pg 245.\n\nLight objects have a duration per the PHB, settable by BURNTORCH in hc_inc. Do not use standard torches. HC Torchs are dimmer so that a lantern can be brighter than a torch and matter.\n\nOil, Holy Water, Alchemist's Fire and Acid Flasks can be thrown per phb pg 109, 113, 114, and 138\n\nPlayers may use a flask of oil to create a campfire that they can sit around.\n\nPlayers may use a skinning knife to carve meat from dead animals and then cook it on a campfire.\n\nTo get back the starting merchant please click on use this item.",
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