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HeroesStone_PRC8/_module/nss/about_wwolf.nss
Jaysyn904 1eefc84201 Initial Commit
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void main()
{
/*Nodata's Infectious Lycanthropy Scripts
Completed by Nodata: nodata@planetavp.com on Sept 6, 2002.
Applying these scripts to your module will allow you to place a
new custom Werewolf. This new Werewolf will infect PCs with a Curse
of Lycanthropy, changing them into Werewolves at the full moon!
This code sets several local variables on PCs to account for phases of the moon,
and the state of the curse. Also included is a tool given to the PCs that allow them
to attempt to control their shape when either forced into wolf form, or when in
their normal state and trying to assume the form of the Werewolf. The character will recieve
this tool only upon waking up from the change, and succeeding a WIS check (DC 15). This tool cannot
be dropped or destroyed, and is removed upon the liftin of the curse.
As per the 3rd Ed. DnD Monter Manual: "Any voluntary change into...hybrid form immediately
and permanently adjusts the PCs alignment to that of the...lycanthrope."
There are several spell changes included in the scripts that allow the HEAL, REMOVE CURSE, and REMOVE
DISEASE spells to have a chance to cure the infected PC. If you have made any previous changes
to these spells, you MAY need to reapply your changes after having imported these scripts.
CURING LYCANTHROPY: There are several ways to cure the Curse.
1. Belladonna: Eating or having someone with the HEAL SKILL use, Belladonna on the
infected PC within ONE DAY of the infection, will allow a chance for the infected
PC to shake off the curse. HOWEVER, whether on not the curse is removed, Belladonna is
HIGHLY Poisonous and may have adverse effects on the patient.
2. Remove Disease or Heal: If a Cleric of at least 12th level casts either of these spells
on the infected PC within 3 DAYS of the infection, then the curse will be lifted.
3. Remove Curse: If a Cleric casts this spell on the infected PC DURING the days of
the full moon, then there is a chance the curse will be lifted.
It is adviseable to remove any armor you are wearing before the transformation!
Most types of armor (unless Magical) will give way to the pressure of the change...
shattering before the PC's very eyes!
A few things to note when adding this to your module. You MUST have a waypoint defined
in the module WITH the tag "lwolf". This Waypoint will be the characters' destination
when he changes into the wolf involuntarily. (If using HCR, I suggest placing this waypoint
in the FUGUE PLANE. It's great fun to see the characters interact with the "dead" while he
"sleeps" through his transformation!")
Also included is a way for module builders to add silver weapons to their game that can be
used to bypass the Werewolf's Damage Reduction. Just make sure the silver wapon has the word
"Silver" or "SIL" in it's TAG and it's ready to go!
*/
}