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