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NWN SCRIPTS

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Title  PC Lycanthropy (cant cancel, The Original)
Author  69_Jeremy_69
Submitted / Updated  04-28-2003 / 11-22-2006
Category  Creature Related
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
Please see the Readme below. PC Lycanthropy scripts that actually change the PC and dont use heartbeats. Yes I found away around players cancelling polymorph effects.

Files

NameTypeSizeDownloads
Werewolf.zipWerewolf.zip
Submitted: 04-28-2003 / Last Updated: 06-17-2003
zip82.94Kb1603
--
SCORE OUT OF 10
10
2 votes
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Comments (28):

Posted by brainz at 2007-02-26 03:49:35    
This seems like a good start in making the werewolves more fearsome. Does anyone know of a male werewolf model?

Posted by 69_Jeremy_69 at 2005-06-06 17:23:42    Voted 10.00 on 06/06/05
I like it.

Posted by Old_Scores_Transfered at 2004-02-20 10:29:21    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 22 that made this score of 9.77 then rounded to 10.

Posted by Nex ( ..xxx.xxx ) at 2004-01-17 10:28:00    
Any idea when the new version will be posted, I'm looking forward to using this one.

Thanks for taking time to do this type of thing

Nex.

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-12-14 14:42:00    
Actually I have a new system done. But I havent uploaded it yet. Its persistant and handles the voices. It also doesnt rely on the pseudo heartbeat. If the player fails the save and is transformed. An NPC werewolf is created that is equal in level to the player, the player is made cutscene invisible and Forc Follows the Werewolf around. Anything that happens to the werewolf happens to the player. If the player makes the save, then they are just polymorphed with the werecreature stats.
- werewolves
- werecats
- wererats

And can now control the infection DC by just changing the DC in the creatures tag.

Posted by Jander ( ..xxx.xxx ) at 2003-12-06 02:31:00    
Love the script. Plan on using it in a Ravenloft Mod im working on. My only complaints are that the PCs use their sound set for the duration of the tranformed state. (is there a way to add in a change to the xvoice set to use the werewolf set instead of the chosen PC set? Second. Id like to remove the "uh oh, I been bitten" part. Usually in my PnP games the DM never told us when we been infected so we just kinda waited out the night till we transformed. Thirdly, i think the Saves are a bit on the low side, but thats my opinion.

Im sure if I knew how to script the saves wouldn't be to hard to change, along with the removal of the infection text.

Oh well if you got time let me know.

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-09-18 02:02:00    
dang it "ARE NOW A" not, 'not' :-(

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-09-18 02:01:00    
On a side not Lycans are not a playable subrace in my new subrace system. I've had vamps for a while, so I figured go comic book and build Lycans as well. Check them out at AnchorDeep PW in roleplay. Release in the first week of October 2003.

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-09-12 10:34:00    
Yeah, hopefully soon I'll get it uploaded. Just had my forums crash and I'm trying to re-build it. At the same time finishing off my Subrace System.

Posted by KitWalker ( ..xxx.xxx ) at 2003-09-11 10:16:00    
Thanks. Meanwhile, I´ve modified the script myself for using the database.

Great work! It will be awesome the new infections.

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-08-28 11:13:00    
Yeah wait for the new DB release. It doesnt use CD Keys and also comes with more were-creature infections, plus a zombie infection.

Posted by KitWalker ( ..xxx.xxx ) at 2003-08-20 17:54:00    
Looking at the script, I saw that it gets the PCPublicCDKey as a variable to identify infected players.

My problem is, since the players use a different machine when they come to my lanhouse, they use a different CD-Key when they play. Can I use other identifier for the ID string?

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-07-11 01:12:00    
Wierd, I dont reset the variable if they make the save but I'll look into it. Im moving it all soon to the NWN DB so that way people will be infected even after reboots if they dont cure. So I'll check it out then.

I had a blow up on my PW had to recode allot of stuff.

Posted by Kardor ( ..xxx.xxx ) at 2003-07-10 11:02:00    
ok here is what I figured out:

if the player fails with a save during fighting a werewolf he is infected, but if he is still fighting the werewolf, and succeeds with another save he seems not to be infected anymore?

anything one can do about that?

Posted by Kardor ( ..xxx.xxx ) at 2003-07-10 09:19:00    
Sounds great...but for me unfortunately it doesn´t work at all. Player is bitten several times and lost the draw against curse, but at night - nothing at all happens.

I am running it under SoU 1.30 may that be a problem?

and if so will there be an updated version?

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-06-12 15:56:00    
The two issues I posted above can be fixed. So if I get some requests to put in these fixs I'll do them, but if people are fine with the way it is then I'll leave it for a bit.

I eventually will fix the 2 issues in the future but there at the bottom of my project list right now.

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-06-02 13:12:00    
I used your curing ideas but had to make all new code since my curring function is allot different since they are actually werewolves. And some things like beladonna, I think you created a custom beladonna I built the cure into the default script that belodonna uses. I made small changes to the silver code as you didnt upper case the tag of weapons then check. That way you dont miss any weapons in case the creator used lower case tags.

Basically it uses ideas from your code since you had all the ideas bang on. I just created a new system to handle it.

The pseudo heartbeats only runs when someone is effected then once they are curred all Lycanthropy scripts shut down and go dormant waitng for another person to be infected.

As for controlling PC actions, like having them hunt other players, walk random and running away to where they were bittin. And making sure they didnt cancel the polymorph. The cancelling is a special function. But you can assign commands to a PC then use SetCommandable(FALSE) to make it so they cant modify there action queque.

Posted by nodata ( ..xxx.xxx ) at 2003-06-02 08:10:00    
Hey Jeremy,

I haven't had a chance to try this script out yet (I'm at work, I'll look at it when I get home).

I was just wondering how you got the player to NOT have control overhimself while he was a werewolf? That is originally what I wanted to do (the fugue plane on transformation was just a way to eliminate player control of "himself" as a werewolf).

In all other ways, I'm assuming this code is identical to mine (the curing procedures, the silver damage etc). I tried to follow the 3rd Ed Monster Manual as close as possible. I'm also curious what you did to allow the hearbeat scripts to use less overhead (I'll take a look at that too).

I really like the changes you've made though, nice job!

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-05-10 06:59:00    
Did you overwrite the 6 or so files it asked you about when you imported it? They add the curring to the required spells.

Posted by Twosheds ( ..xxx.xxx ) at 2003-05-08 17:06:00    
Hey there,
Script works great up until I try to cure someone of Lycanthropy. No matter what spells I cast or what lvl cleric I cast with, Remove Disese, R. Curse or Heal do not work. I modified nothing in the scripts, any idea what Im doing wrong?

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-05-06 15:24:00    
Anyone still having trouble with the dawn shapeshift please download the updated ERF.
Manual Change.
Problem is in "ww_inc"
Line 104
effect eWolf;
Should be
effect eWolf = GetFirstEffect(oPC);
Now Compile the script and ignore the default message you get. Now just re-compile your module's userdefined events script. (ww_mod_user_def)

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-04-30 17:13:00    
LOL oops, ya thats why you dont edit code at 3am, I was working on the cure function and forgot to finish up the ChangeFromWerewolf() function. :) ok thanks for noticing that. I'm uploading the fix now.

Posted by Zilversilik ( ..xxx.xxx ) at 2003-04-30 16:24:00    
I like this script a lot, but is there any reason that the effects are not removed at dawn? When I tried it you can control your character but they are still in werewolf form with those bonuses....

Otherwise, awesome script!

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-04-29 14:59:00    
I'll look into it. I'm working on Teleportaion spells right now. Trying to put in all the AD&D transmutation teleport spells.

Posted by MokahTGS ( ..xxx.xxx ) at 2003-04-28 19:13:00    
Excelent job!! I was wondering if you could write a stripped down version of this script that handles just basic polymorphing. I want to use polymorphing in traps and quests, but the PC canceling the effect really kills it.

Posted by 69_Jeremy_69 ( ..xxx.xxx ) at 2003-04-28 12:49:00    
Thanks Slail :), I forgot to mention in the readme me you control the DUSK and DAWN settings for the changes in the ww_inc script. Adjust these to your liking, remember its a 24 hour clock.

Only bug so far is on line 49 of ww_inc
remove
nHour = 5+DUSK;
replace with
nHour = (24-DUSK)+DAWN;

Posted by SpiritWarrior ( ..xxx.xxx ) at 2003-04-28 12:44:00    
Mate, I totally agree with you. This is the reason why I decided not to use the other script as you're right it's just plain boring to do that and takes away from the whole feeling of 'reality' with having Lycanthropy.

No knocks to the creator of that script intended but we need more people like you...people who don't just know how to script but also knows and recognises what works and does not work...simply playtesting IMHO but many many people oversee such an important thing.

I'll defo. try this script when I have the time.

Posted by Slail Silverblade ( ..xxx.xxx ) at 2003-04-28 12:02:00    
The scripting Guru strikes again.

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