Feature Specification: Resting
Posted: Tue Feb 28, 2006 2:48 am
Resting
Resting as defined by the APM is detailed below. I'd like to see details that are missing filled in by our resident ACR experts.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
Resting:
The opportunity for a PC to rest in-game becomes available every eight game hours, about once an hour in real life. Resting in the wilderness will risk a random encounter. Resting will take 2 real-time minutes. Using a ‘flash nap’ (resting for less than one second) to end spell effects should not be allowed, even if meant to simulate the dismissal of the spell (might be best to provide a widget for this very thing).
Specific regions within an area or entire areas themselves can be marked as rest zones. Attempting to sleep outside these zones will automatically fail. Rest zones can be configured to spread disease, forcing a disease check at the conclusion of the rest cycle. Logging off in a rest zone will effectively function as a "rest" provided sufficient time has passed between logins.
Attempting to rest while wearing armor may result in fatigue. A player must make a fortitude save (DC is the base AC of the armor being worn) or suffer a temporary -2 penalty to both Strength and Dexterity. A character with the Endurance feat may sleep in light or medium armor without risk of fatigue.
When resting, a character is blinded and considered helpless. A helpless character will be treated as having a Dexterity of 0 (-5 modifier) and melee attackers will receive a +4 bonus to their attacks against him. Resting animation shall include lying on the ground and/or snoring.
Resting successfully for the full rest period will heal a character at a base rate of 1hp/level, as per canon. With Long Term Care, the heal rate is doubled to 2hp/level. The heal rate may be further increased by the use of healing aids such as herbs and drugs/medicines according to their healing properties.
When resting indoors (eg. an inn) all classes are entitled to a Rest Bonus (as defined below). When resting outdoors, "wilderness" type classes (ie. Rangers, Druids and Barbarians) are entitled to a Rest Bonus. When resting outdoors within 15 ft of a campfire, non-wilderness type classes will be entitled to a Rest Bonus. A campfire takes 20 seconds to set up and light and has a limited duration of 4 game hours. A tinderbox will be required to create a campfire. The Rest Bonus will be a base of 1hp plus any positive constitution modifier the character enjoys. This is still TBD and will not be implemented in the initial version.
The healing of ability damage will be restricted to the rate of 1 point per damaged attribute per rest period, as per canon. (Eg. A single rest period would repair 1 Str point and 1 Con point if both were damaged). With Long Term Care, the heal rate is doubled to 2 points per damaged attribute per rest period.
Bards and Sorcerers regain their spells automatically after successfully resting. Wizards must study for their spells after a successful rest. Clerics, Druids, Paladins, and Rangers must pray/meditate for their spells after a successful rest.
Napping:
All the resting rules apply except duration. Napping will only take 10 seconds and heal a proportional amount.
Studying for Spells:
Arcane spell casters can study once an in-game day to restore spells. This process has no healing benefits to the caster but allows them to memorize and prepare their spells for the day.
Unlike a bard or sorcerer, a wizard may know any number of spells. He must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 in-game hour studying his spellbook. Bards and sorcerers need not study to regain their spells.
Studying will be activated by the caster's spell book. Studying animation shall include sitting (on a chair if nearby) and/or reading a book.
Praying for Spells:
Divine spell casters can pray or meditate once an in-game day to restore spells. This process has no healing benefits to the caster but allows them to prepare their spells for the day.
A cleric must spend 1 in-game hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. The same applies to paladins, rangers, and druids.
Prayer will be activated by the caster's holy symbol. Prayer animation shall include worship (clerics & paladings) and/or meditation (druids & rangers).
NWN Object Dependencies
Rest Zone Triggers, Rest Zone Waypoints, Spell Books, Holy Symbols, Bedroll, Campfire, Tinderbox, and Tents
Local Variables and External Configs
sDiseaseName
Logging and Debugging (global LOG & DEBUG (on/off) constants)
None
Persistence Requirements
Character Vital Statistics, Heal Rate, Location, Timestamp
Event Dependencies
OnPlayerRest
Resting as defined by the APM is detailed below. I'd like to see details that are missing filled in by our resident ACR experts.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
Resting:
The opportunity for a PC to rest in-game becomes available every eight game hours, about once an hour in real life. Resting in the wilderness will risk a random encounter. Resting will take 2 real-time minutes. Using a ‘flash nap’ (resting for less than one second) to end spell effects should not be allowed, even if meant to simulate the dismissal of the spell (might be best to provide a widget for this very thing).
Specific regions within an area or entire areas themselves can be marked as rest zones. Attempting to sleep outside these zones will automatically fail. Rest zones can be configured to spread disease, forcing a disease check at the conclusion of the rest cycle. Logging off in a rest zone will effectively function as a "rest" provided sufficient time has passed between logins.
Attempting to rest while wearing armor may result in fatigue. A player must make a fortitude save (DC is the base AC of the armor being worn) or suffer a temporary -2 penalty to both Strength and Dexterity. A character with the Endurance feat may sleep in light or medium armor without risk of fatigue.
When resting, a character is blinded and considered helpless. A helpless character will be treated as having a Dexterity of 0 (-5 modifier) and melee attackers will receive a +4 bonus to their attacks against him. Resting animation shall include lying on the ground and/or snoring.
Resting successfully for the full rest period will heal a character at a base rate of 1hp/level, as per canon. With Long Term Care, the heal rate is doubled to 2hp/level. The heal rate may be further increased by the use of healing aids such as herbs and drugs/medicines according to their healing properties.
When resting indoors (eg. an inn) all classes are entitled to a Rest Bonus (as defined below). When resting outdoors, "wilderness" type classes (ie. Rangers, Druids and Barbarians) are entitled to a Rest Bonus. When resting outdoors within 15 ft of a campfire, non-wilderness type classes will be entitled to a Rest Bonus. A campfire takes 20 seconds to set up and light and has a limited duration of 4 game hours. A tinderbox will be required to create a campfire. The Rest Bonus will be a base of 1hp plus any positive constitution modifier the character enjoys. This is still TBD and will not be implemented in the initial version.
The healing of ability damage will be restricted to the rate of 1 point per damaged attribute per rest period, as per canon. (Eg. A single rest period would repair 1 Str point and 1 Con point if both were damaged). With Long Term Care, the heal rate is doubled to 2 points per damaged attribute per rest period.
Bards and Sorcerers regain their spells automatically after successfully resting. Wizards must study for their spells after a successful rest. Clerics, Druids, Paladins, and Rangers must pray/meditate for their spells after a successful rest.
Napping:
All the resting rules apply except duration. Napping will only take 10 seconds and heal a proportional amount.
Studying for Spells:
Arcane spell casters can study once an in-game day to restore spells. This process has no healing benefits to the caster but allows them to memorize and prepare their spells for the day.
Unlike a bard or sorcerer, a wizard may know any number of spells. He must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 in-game hour studying his spellbook. Bards and sorcerers need not study to regain their spells.
Studying will be activated by the caster's spell book. Studying animation shall include sitting (on a chair if nearby) and/or reading a book.
Praying for Spells:
Divine spell casters can pray or meditate once an in-game day to restore spells. This process has no healing benefits to the caster but allows them to prepare their spells for the day.
A cleric must spend 1 in-game hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. The same applies to paladins, rangers, and druids.
Prayer will be activated by the caster's holy symbol. Prayer animation shall include worship (clerics & paladings) and/or meditation (druids & rangers).
NWN Object Dependencies
Rest Zone Triggers, Rest Zone Waypoints, Spell Books, Holy Symbols, Bedroll, Campfire, Tinderbox, and Tents
Local Variables and External Configs
sDiseaseName
Logging and Debugging (global LOG & DEBUG (on/off) constants)
None
Persistence Requirements
Character Vital Statistics, Heal Rate, Location, Timestamp
Event Dependencies
OnPlayerRest