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HeroesStone_PRC8/_module/nss/ww_about.nss
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//::///////////////////////////////////////////////
//:: Werewolf README
//::
//:: Created By: 69_Jeremy_69
//:: Created On: April 27, 2003
//::///////////////////////////////////////////////
//:: Updated June 17, 2003
//:: - Changed some werewolf stats
//:: - Added a Aplha Werewolf CR16
//:: - Fixed shape loss do to player logging
//:: - Made the werewolves a little tuffer
//:: ** Known Issues **
//:: - Very first hit with a silver weapon does no damage
//:: - Players can cancel the polymorph, then when we re-apply the
//:: effect they are healed so any damage done to them is lost.
//:: I can not set the HP back because I cant capture there HP at the
//:: time they cancel the effect.
//:: IMPORTANT NOTE
//:: ** IF you are using my earlier releases. Make sure to
//:: ** update all instances of the 3 creatures in your
//:: ** Module after importing them.
//::///////////////////////////////////////////////
//:: Updated June 9, 2003
//:: - added a demo silver dagger
//:: ** Fixs suggested by NoData **
//: (creator of one of, if not the First Lycanthropy script)
//:: - IF player makes a Heal skill check OR Fortitude
//:: Save DC20 Bellodonna will cure you as per PHB
//:: - Bellodonna can only be tried once
//:: "If the initial dose fails, all the Belladonna
//:: in the world cant save you from the beast"
//:: - fixed issue with player losing control even
//:: if a save was made.
//::///////////////////////////////////////////////
int StartingConditional() { return 0; }
/*
INSTALLATION
To install this addon import the erf and overwrite all files.
Then go to Edit=>Module Properties=>Events and set the file
ww_mod_user_def as the OnUserDefined script for your module.
Or incorporate it into your current script. Then just place
the custom werewolf creatures in your world and your
done.
- Werewolf CR 3
- Greater Werewolf CR 6
- Aplha Werewolf CR16
INFORMATION
I created this after reading Nodata's Curse of Lycanthropy Scripts,
it was ok and had some good ideas but I didn't like sending players to
Limbo or a Fugue Plane everytime they changed. Its boring for the players.
And I wont use any scripts in my PW that use Heartbeats.
So I created these scripts. Mine differ in that PCs are transformed every
night, well because thats what I wanted it, and the player changes to a werewolf
so they can watch themselves run amuck. As a werewolf they act like a crazed
beast. There is a save they can make so they can control themsleves as a werewolf
but if they fail. They will wander about, attack creatures (friend or foe) and try
to return to the sight of their infection. Also included are werewolf sounds so
they howl and bark and growl as they run amuck.
A pseudo Heartbeat is used to control this and all Lycanthrope actions. This
way if no PCs are infected no scripts will run. Also the script only runs twice
a day once at DUSK once at DAWN. This make for really low over head for PWs.
The only action that runs allot is a check that runs ONLY on and IF there is
a infected PC in your world to see if they cancelled the polymorph effect, if
so it changes them back. Even if the PC cancels the polymorph they will act
like a werewolf and sound like a werewolf.
CURING LYCANTHROPY
There are several ways to cure the Curse.
1. Belladonna: Eating it may cure you. But it may also have adverse effects
on you as its a poisonious herb.
2. Remove Disease or Heal: If a Cleric of at least 12th level casts either of
these spells on the infected PC then the curse will be lifted.
3. Remove Curse: If a Player casts this spell on the infected PC there
is a chance the curse will be lifted.
- Paladin's are immune to the Lycanthropy effects
It is adviseable to remove any armor you are wearing before the transformation!
Most Armor will give way to the pressure of the change...
shattering before the PC's very eyes!
Also included is a check for silver weapons that can be used to bypass the
Werewolf's Damage Reduction. Just make sure the silver weapon has the word
"Silver" or "Sil" in it's TAG, NOT case specific.
*/