RPCS Manual

The Rakata Power Combat System (RPCS) launched in our simulation in August 2026 in beta mode. The Force HUD (Heads-Up Display) interface had existed since 2009. At that time, FCRS creator Cindy Kellner granted limited access to her system and released "no-mod" scripts, allowing any capable developer to create their own HUDs for FCRS. We were among the few to seize this opportunity—with valuable assistance from an SL scripter named Uber Rosca—and created our own. The new concept for this FCRS-based HUD involved a "Mass Attack" feature; while this deviated from official canon, it made combat far more spectacular and dramatic. Unfortunately, once FCRS ceased operations, further development of our Rakata Power HUD became impossible. But, as the saying goes, ideas never die. After years of using other systems, some players expressed a desire to revive FCRS or create a new system based on a rank hierarchy. That is exactly what we did—this time, entirely with the help of AI. The base script was created under my close supervision using Grok. At one point, Grok refused—yes, that can happen—to create a version linked to a server-side database. Development continued with ChatGPT, Gemini (which optimized the script, though perhaps too radically), and finally, the paid version of Claude. By early September 2026, a beta version for melee combat was operational, featuring rewritten Force HUD scripts and a health regeneration add-on (known as "bacta"). It took me two weeks of spare time after work to create it. I can't say it was easy—after all, I'm not a scripter—but thanks to AI, it turned out to be possible, and our RPCS is now up and running. A description of the system and its key features follows below. Every notecard handed out in world, in one place. Newest changes are at the top of each card.

RPCS 2.2 — RAKATA POWER COMBAT SYSTEM

Roleplay combat meter for Star Wars RP in Second Life.

Life, stamina and Force are tracked on the avatar. Damage comes only from this system — not from push-sabers or random physical hits. QUICK START 1. Wear meter + HUD. Accept animation / controls permissions. 2. Meet your order's officer to get registered via the Faction Terminal. Your RP name, rank, faction and tag colour are stored on the server and load automatically every time you attach the meter. 3. Pick Roleplaying or Training mode (menu → Mode, or /9 rp, /9 training). 4. Spar on the training dummy in Training mode before a live duel.

HOVER TEXT INDICATORS

Line 1 : System name and current combat mode

Line 2 : Order / Faction (e.g. Order of Sith Lords) Line 3 : Rank and character RP name (e.g. Darth Sundew) Line 4 : Stamina % with bar Line 5 : Health % with bar Line 6 : Combat state — Ready / Engaged / Blocking / Counterattack / Unconscious / Exhausted Bars change colour with their level: green above 50%, orange above 20%, red below. Tag colour is set by your officer and can be changed via menu → Color Menu (including Rainbow).

COMBAT MODES

Menu → Mode, or the chat commands /9 rp, /9 training, /9 ooc.

All three modes can be reached directly — no cycling. [ ROLEPLAYING ] Live RP mode. Database ranks and stats apply. Rank affects Force pool, damage mitigation and regeneration speed. Defeat forces you into OOC for 2 hours. No reset, no self-heal, no meditation while unconscious. [ TRAINING ] Sparring mode. Flat 5-point melee damage for everyone regardless of rank, and identical regeneration for all ranks. Self-heal, reset and instant revive are allowed. Reachable at any time, including during a defeat lock. [ OOC ] Out Of Character. You cannot deal or take any system damage. * Roleplaying and Training cannot damage each other. OOC is fully isolated.

DEFEAT, LOCK AND RECOVERY

When your Health reaches 0% in Roleplaying:

• You fall unconscious and are switched to OOC. • A 2 hour lock blocks the way back into Roleplaying. • Training remains available during the lock — you may spar and reset your meters there, but you cannot return to RP until the time expires. The lock and your current Health, Stamina and Force are stored on the server. Detaching and re-attaching the meter does NOT restore your health and does NOT clear the lock. Relogging changes nothing either. Ways out: • BACTA TANK — sit in a tank while unconscious. Treatment takes 5 minutes, health and stamina refill gradually, and you wake up restored. The 2 hour OOC lock still applies: healed does not mean battle-ready. Standing up pauses the treatment; sitting back resumes where you left off. • OFFICER REVIVE — an authorised officer can use /9 revive [uuid]. This wakes the unconscious, restores full values and clears the lock. Rights are checked on the server; the command does nothing for unauthorised players.

MELEE COMBAT (LIGHTSABER / MELEE)

Works in and out of mouselook. Melee range is about 2.2 metres in front.

1. Hold Left Mouse Button — blade up / guard position (Engaged state). 2. Tap W, A, S or D — performs one swing, registers one hit. 3. Holding movement keys will NOT machine-gun hits. Next hit only registers after a 0.2s cooldown. 4. Releasing Left Mouse Button = safe walking mode, no damage dealt. [ BLOCKING ] Hold C (or Page Down). • Hits taken while blocking drain Stamina and protect Health. • With empty Stamina, blocked hits start damaging Health. • Block + Swing = Counterattack. • The attacker also loses a little Stamina per successful cut. * Old school trick: jump, then hold C to keep running speed while blocking. [ HOW RANK AFFECTS MELEE ] Higher Defence reduces the damage you take. Higher Armour reduces the Stamina you lose while blocking. Higher rank also swings slightly harder. A Darth therefore takes roughly a third of what a Minion takes from the same strike — and hits noticeably harder in return.

POOLS & REGENERATION

• HEALTH : Drained by weapon hits, poison and heavy Force powers.

0% = Unconscious. • STAMINA : Drained by blocking, swinging and exhaustion. 0% = Collapse until ~1% regenerates. • POWER : Spent on Force abilities and Resist. Maximum is set by rank. * Regeneration happens ONLY when not Engaged (mouse button released). * Higher ranks regenerate faster in Roleplaying — a rank 6 recovers about five times as fast as a rank 1. In Training everyone regenerates at the same rate, regardless of rank. * Meditating multiplies regeneration further. * Unconscious in Roleplaying: no self-reset, no normal heal, no meditation. Requires Bacta or an officer revive. In Training, heal and reset work instantly.

RANKS & GLOBAL DATABASE

You do not type your rank. All ranks, stats and character data live in the

global server database. An officer of your faction registers you and assigns your rank through the Faction Terminal. Every faction has six ranks: 1 is the lowest, 6 the highest. All factions share identical stat values — only the rank names differ. Order of Sith Lords : Sith Minion, Sith Apprentice, Sith Warrior, Sith Blademaster, Shadow Hand, Darth Sith Genesis : Sith Acolyte, Sith Apprentice, Sith Lord, Darth, Dark Council, Sith Queen The Circle of Ashla : Force Adept, Jedi Padawan, Jedi Knight, Jedi Master, Consular Master, Grand Master All factions use the exact same meter. One free copy works for every order — your faction is determined by your database entry, not by the meter you wear. Unranked players use default baseline stats. Use /9 reload to pull a fresh copy of your data after a promotion, instead of detaching and re-attaching.

FORCE HUD POWERS

Powers cost Force Power points, not Stamina. A targeting menu appears when

an eligible opponent is in range. Caster and victim must be in the same combat mode. • POWERS : Lightning, Fear, Poison, Heal/Cure, Push, Pull, Hold, Sleep, Drain, Boost, Dash. • MASS POWERS : Group abilities on the red HUD button, 2 minute cooldown. • POISON : 1 Health per second for 30 seconds. • CURE : Clears active poison and heals 1 Health per second for 30 seconds. Works on yourself and on others. • DASH : Short directional Force dash. [ RESIST ] Toggle with /9 resist or via the menu. Spends 10 Force Power to shrug off Sleep, Hold or Poison. What Resist does NOT stop: melee damage, Lightning, Push, Pull and any other direct damage. Those always land. With less than 10 Power left you cannot resist at all — which is why Drain is dangerous: strip an opponent's Force first, then land what they can no longer refuse. Combined powers such as Mass Poison+Hold apply every effect in their name. Resisting one of them costs 10 Power and blocks only the control effects; the damage part still goes through.

CHAT COMMANDS (/9)

• /9 menu - Opens the main combat system menu

• /9 rp - Switch to Roleplaying (blocked during defeat lock) • /9 training - Switch to Training • /9 ooc - Switch to Out Of Character • /9 name [text] - Changes your floating character name • /9 meditate on/off - Toggles meditation stance (fast regeneration) • /9 sleep on/off - Toggles voluntary sleep state • /9 resist on/off - Toggles automatic Force status resistance • /9 dash - Executes a short directional Force dash • /9 reload - Reloads your profile from the database • /9 revive [uuid] - Officers only. Wakes an unconscious player, restores them and clears their defeat lock. * /9 setrank only relabels the hover text and does not change your stats. Real rank changes are made by officers through the Faction Terminal and overwrite any manual label on the next reload. * Blue HUD button: quick access to Meditate, Sleep, Mode and Main Menu. * Red HUD button: mass Force powers.

TRAINING DUMMY SPECIFICATIONS

The dummy object name must strictly start with "RPCS:".

• Glows green when a player is in range. • Flashes red on a valid registered hit. • Explodes at 0% health and restores itself after a few seconds. • Combat scores and best times appear in the dummy's hover text.

FAIR PLAY & MASTERY

• Only a legitimately worn RPCS meter can deal or receive system damage.

• A hardcoded 0.2s swing cooldown prevents macros, clickers and triggers. • Your health, stamina and defeat lock live on the server. Detaching the meter with low health, relogging or re-attaching will not heal you. Meters can only be reset in Training mode. • Dummy accuracy stats are for personal practice, not an exploit licence. • Life-essence or external staff tools are separate roleplay elements. Dynamic attributes such as draining another player must always be mutually agreed upon in RP.

UPDATES

Your meter checks its version against the server each time you attach it.

If a newer version exists you will be told once, in chat. Pick up a free updated copy from the vendor — your character data stays in the database, so nothing is lost when you swap meters.

RPCS 2.2 — Sith alchemy / Rakata-style tech for SL SWRP.

Designed for balanced competitive roleplay. Not affiliated with old

FCRS branding.

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