Complete scripting framework provided by the HCR2 core lets you:
Manage multiple script systems just by editing module variables.
Allow multiple scripts to be run per module and area events, without needing to merge
scripts or edit existing event scripts.
Handles hooking into area, creature, paceable and door events at a global
level and at the instance level
Allow multiple scripts to be hooked in for spell-hooks.
Provide several common and easy to use script functions
Add your own custom conversation menu tree's to a GUI accessible player menu
conversation with a single script function.
Easily change core configuration settings from a single script file.
All functions that access an external database are routed through a set of custom
changeable wrapper functions, so you can choose what DB system you want.
All text feedback is contained within their own set of scripts, so you
can swap them out for alternate language versions.
Set limits on maximum player count to allow room for DMs.
Set a limit on the number of registered character player are allowed to have,
or set no limit at all.
Players can have the option of retiring a character they no longer wish to play in
order to register a new one. Players are booted when they log in with a retired
character.
Choose whether or not to strip players of items upon their first login.
Set up your own welcome greeting on login.
Banned players can be tracked by the external database you have chosen to use.
Automatically save PC locations over resets.
Choose to individually determine whether or not hitponts, spells, or feats
are gained after a player completes a rest with some simple script functions.
(the core by default has no restrictions on this)
Access New Events:
OnPlayerStruck
OnPreLevelUp
OnCancelLevelUp
OnPostLevelUp
OnHotbarClick
Optional Subsystems:
Rest Subsystem: Choose to create a rest time limit restriction of a duration of your choice.
Resting without waiting for the minimum time to past prevents the regaining of
spells, hitpoints or feats.
Choose the amount of hitponts a character can gain after a rest.
Choose whether or not you wish to restrict resting to within specific triggers, or
if the PC is near a campfire.
Choose to create special rest trigger where a PC may rest and ignore any minimum rest time period.
Fugue subsystem: When a player dies they are sent to the fugue plane and cannot leave unless resurrected
or moved by a DM.
The player's death state is saved over resets, and they are automatically ported
back to fugue when the log back in with a dead character.
Bleed subsystem: When a player drops to 0 to -9 they enter a bleeding state, and lose a set amount of HP per round
with a chance to stabilize. If a player stabilizes they have a chance per hour to recover back to 1 HP,
or risk further HP loss.
Player can use the heal skill to provide first aid to dying characters.
Player can use potions to heal dying characters.
Player can use heal spells to heal dying characters.
PC Loot able corpse subsystem: Choose whether or not a dying or dead PC drops their items into a loot bag accessible by other players.
When a PC dies a visible corpse of them appears and contains a corpse token within it.
This corpse token can be used the resurrect the dead character by NPCs, other players or DMs.
This corpse token can be moved so that the player corpse also moves whenever it it put back
down on the ground.
Choose whether or not to allow players to resurrect player at all.
Choose whether or not to apply an XP penalty for resurrection.
Choose how much it costs in gold to cast the raise dead and resurrection spells.
Set up NPCs to raise a player when the corpse token is used on the NPC.
Players resurrect dead characters by casting the appropriate spell on the corpse token.
Additional Optional Subsystems: ---------------------------------------------------
Deity resurrection -
specify % chance for PC's deity to resurrection them on death.
Torches and Lanterns -
Torches that burn out and lanterns that use oil. Throwable oil flasks.
New lantern model.
Hunger, Thirst & Fatigue -
Track rates of hunger, thirst, fatigue, and alcohol effects.
Various generic food items included
Un-ID on Drop -
Un-identifies discarded items after a time limit.
Alternate NWNX/mySQL database scripts, to easily swap out the default ones.
Extensive PDF documentation.
Thanks to all who tested out the Final NWN1 version of HCR2: Link
without which the NWN2 version would not have been possible.
Fix for bleed system when PartyMembersDying flag is set to true.
Fix for skill point allocation not taking into account racial modifiers to INT.
Fix for Excessive Skill Point values on levelup.
Fix for TMI error when using the Recommend Button on Skills levelup page.
Import scripts into existing HCR2 module, overwrite all.
Contains 3 scripts: hcr2_bleedtimer, gui_elu_setskills, elu_functions_i
I was wondering if there were any reported problems associated with PCs playing Gray Orcs? I have had the problem that when a gray orc pc logs in, instead of going to the normal spawn point where all the other PCs go, the gray orc gets ported to the fugue plane. I figured that maybe somehow the gray orcs were getting flagged as being dead, cause my first OnPCLoaded script is the hcr2_fuguedeathpcl script. Just wanted to know if I am missing something (I haven't seen any race restriction variables or anything). Thanks!
Posted by Quadhund at on01/07/10
Love this system. It has evolved over time to be one of the best.
Posted by The_Puppeteer at 19:17:56 Voted9.75
Thanks! This patch pretty much fixes all bugs I've encountered while using the HCR2 system. _________________________ Co-founder of the PW (open beta) Sea of Dragons. It is a quest-heavy (yet has sandbox elements) role-play server geared towards party adventures for mid level characters.
Posted by 0100010 at 2010-01-0312:57:46
Please note the patch added above, several issues fixed w/ custom skill points allocation. Also included is the fix for the bleed system mentioned a few posts down.
Posted by 0100010 at 2010-01-0312:56:22
The index values at the end of the variable name for setting event hook-in scripts is the priority value. Example: OnPCLoaded1 hcr2_fuguedeathpcl OnPCLoaded2 hcr2_bleedsystempcl OnPCLoaded3 hcr2_pccorpsepcl OnPCLoaded4 hcr2_hungerthirstpcl OnPCLoaded5 hcr2_fatiguepcl hcr2_fuguedeathpcl would be the first OnPCLoaded hook-in script to get executed, followed by all others in sequence with hcr2_fatiguepcl as the last OnPCLoaded hook-script to get executed. Index values must start at 1 and must be consecutive with no missing index values. (When an index value for an event has no script, the prior value is assumed to have been the last script that should have been executed for that event.)
Posted by tinygiant at 2010-01-0220:56:17
Looking at rebuilding a PW with HCR2 as a base vs CSF to allow a bit more control over certain systems. Quick question... is there any implementation within HCR2 that operates like the "local" argument or the priority values (only, default, first, last) in the CSF?
Posted by 0100010 at 2009-12-2412:12:19
Just turn it back on and see if there are any issues. There might be an issues with player skins but that is all I can think of at the moment. In order to try replicating the ILR effects, you'd have to make some custom OnEquip hook-in script which check the item cost and char level and see if its violates whatever ILR rules you want to enforce. You'll actually have a lot more control of it this way, and can code in exceptions as well. If an equipped item breaks your ILR rules, force un-equip it via scripting.
Posted by Maharu at on12/23/09
Great job! I have a question about item level restriction, you say it?s strongly suggested that it?s turned off, Is there a way to leave it on with out conflict? If it must stay off do you have a suggestion about how to gain the same effects as level restrictions in an alternate way?
Posted by The_Puppeteer at 23:00:24 Voted9.75
The fix seems good so far. I've set death to occur at either -30 or half of the characters HP then tested with a 56 HP wizard. The character died upon bleeding out and also when killed outright by massive spell damage. I'll have to wait until I can test with additional players to check various scenarios out but so far so good. Thanks for looking into this on such a timely basis. _________________________ Co-founder of the PW (open beta) Sea of Dragons. It is a quest-heavy (yet has sandbox elements) role-play server geared towards party adventures for mid level characters.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone