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 on the days of the full moon! There is much more to this system so . . . See the readme file!
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 on the days of the full moon!
Posted by Henesua at 2011-11-24 08:14:57 Voted 9.50 on 11/24/11
Some very interesting ideas here, and the implementation is clean.
I looked at how you handled silver weapons, and I have seen the same elsewhere, but I don't like this work around. It seems pointless actually. Rather than add a +1 bonus in the middle of combat I thought it better to add a property that only applies the bonus to shapechangers when creating the item - and to restrict "shapechangers" to lycanthropes only. I wish I could find a way to take advantage of the material property, but so far no luck.
Your use here of a framework for customizable AI scripts is very nice. I had not thought of doing that before. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Vuldrick at 2009-04-26 19:40:53 Voted 10.00 on 01/31/08
To taovegalord:
Actually, my system was created prior to his and dates back to an even older system for proper crediting. I do credit the original script set for ideas I "borrowed" from it.
The system you referenced was created well after mine and is significantly different. Not long ago, I actually merged ideas from both this system and Diavlen's to create a new system that is somewhere between the two in terms of function . . . but that is not released for public. _________________________ Vuldrick Garrison
Ok sorry.. you did, I missed that comment from him
I like this script anyhow
Posted by Tyerial12 at 2008-01-31 22:02:32 Voted 10.00 on 01/31/08
dont mind my feedback im just ver frustraded and voted illrational, I have fixed the rating and do appolgize for the ill vote
Posted by Tyerial12 at 2008-01-31 22:00:05 Voted 10.00 on 01/31/08
Maybe if we are talking just dnd rules, but anyways i rerate it to 10 since u say my vote does not count =)
Posted by Vuldrick at 2008-01-31 05:20:55 Voted 10.00 on 01/31/08
To Tyerial12:
I don't understand your reasoning for voting a 5 and I think it is inappropriate. Let me explain why.
I followed the PnP Dungeons and Dragons rules on this as closely as possible and the fact that I did so is advertised in the ReadMe and the "View Code" sections. You should know when you download this package that it is "by the book." If you don't like the DnD ruleset that is fine, but then you should not have used this system since it is built off those rules. Or, you should simply change the timing to something you like instead of down voting a package that does exactly what it says it will do.
Voting a 5 makes it look like the system does not work as it was designed; and this is not the case. In other words, your vote does not reflect whether or not the system actually does what it advertises. _________________________ Vuldrick Garrison
Posted by Tyerial12 at 2008-01-30 01:01:30 Voted 10.00 on 01/31/08
Im sorry i only give this a 5, when u turn wearwolf you loose all control of your character for way to long...
Posted by Vuldrick at 2007-05-31 13:36:33 Voted 10.00 on 01/31/08
To: Elvendur Seluné
Thank you for trying the system and your feedback. Let me explain the things you are asking about.
The werewolf is added as a henchman so that the PC can get some XP for its kills. The werewolf does represent the PC after all, just in a raving and crazed (uncontrolled) state. I thought it appropriate that their be some XP gain given this fact. The werewolf does still have its own AI and still functions properly, be it a henchman or not. The AI is not standard henchman AI, but a specific set of AI that is attached in the cloning process.
So far as the heartbeat question . . . I do not use any heartbeat events for this system whatsoever in the recent release. The pseudo-heartbeat, which I assume is what you are referring to, fires only if the PC is inflicted with the disease of lycanthropy. Since it is only fired as needed this should not produce much lag, if any. Further, since it is fired as a pseudo-heartbeat on each PC object individually, most of the work is done on the client-side computer instead of of the server. This is the best way that I can imagine to optimize such a system and have used it with great success.
If you have a specific way that you wish to suggest to make it better, I would love to hear you thoughts. I am ever happy to learn new things from people with more scripting knowledge and also quite willing to update the system if I can make it better.
Thanks again and I hope my explanation helps you understand the system a bit better. _________________________ Vuldrick Garrison
Posted by Elvendur Selun� at 2007-05-31 11:31:01 Voted 4.00 on 05/31/07
Well, i will explain why 4.0: The System is very buggy and without a huge workaround near useless. For example: DoShapeChange Function. There is the place where the custom Clone will be created. Faction: Werewolf... so wide so good... but why you add him as Henchmen? He gets the Player faction and is a huge Pet after this. This are only examples. The Heartbeat runs for none Werewolfes... hurray... we loose our Performance...yeah thats why 4.0. Elvendur _________________________ Caer Callidyrr, a german roleplaying Server, located in the forgotten Realms. Link
Posted by red teflon at 2007-03-24 15:47:34 Voted 10.00 on 03/24/07
Excellent work and good feed back when you have questions!
Posted by Vuldrick at 2007-03-17 05:41:47 Voted 10.00 on 01/31/08
UPDATE:
Removed the use of module wide heartbeat events to reduce any potential lag. Cleaned up the code significantly. Added custom werewolf faction to make the faction reputations work better for PC werewolves. Changed implementation of perception events to control hostilities. Changed the werewolf bite to tag based item execution through the onhit event. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2006-11-05 12:48:24 Voted 10.00 on 01/31/08
Okay, so I was a bit slow on getting this uploaded. Anyway, here is an updated version of the system with several enhancements. Enjoy. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2006-08-06 06:56:33 Voted 10.00 on 01/31/08
To diavlen et al: I have an update about ready. I have inlcuded the onperceived event fix (gets rid of TMI) and have made each script, item, creature, etc start with ww_ so you have a uniform naming scheme as suggested. I am also rewriting a bit of code to make it cleaner and getting rid of some all together.
I want to iron out as much as I can then I will release it. It is coming soonish. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2006-08-04 14:52:14 Voted 10.00 on 01/31/08
To hympyke: I made this for my HCR PW :) So yup, everything I make is HCR workable. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2006-08-04 14:50:52 Voted 10.00 on 01/31/08
Thanks for the post, been some time since I looked at this. I can safely say that the system should not cause lag or server crashing. I run this and much more on Kingdom of Paramon PW, which has about 500+ areas and a ton of custom code running with no lag out issues at all. I know the heartbeat is big, but it really has shown me no troubles since I made it.
If I were you, I would check the other code going on in the module or even the net stats of your connection if you are having a lag and crash issue.
The TMI you mention about the default2 code is something I have noticed. It is occuring when the werewolves try to determine hostility against eachother and other NPCs. I actually fixed this already in KoP a few months ago. I have yet to post the updated code though; primarily cause I am lazy :) and also cause I have been making other things to release to the vault instead.
I will update the code and maybe you can see if it helps you out :)
So far as hooking into the module in an easier way, I will take a look to see what I can do. This was one of my earliest major systems and it is not as "refined" as my recent work.
I will work on an update for this as my next project.
Again, thanks for the comments! _________________________ Vuldrick Garrison
Posted by diavlen at 2006-08-03 06:02:16 Voted 8.50 on 08/02/06
After a bit of testing, I found that the server will lag out at times, causing it to crash. It seems to be related to the heartbeat script. I looked at it, and there is alot going on in there.
I wish there were a way to avoid the heartbeat script, but without an OnDusk and an OnDawn module event, it seems that it's a necessity. One thing, I'd recommend is taking a look at all of the embedded while expressions in the heartbeat script. I've found that declaring variables within those loops can cause problems...re-declaring variables over and over seems to cause TMI errors.
Another area that caused some TMI errors is the default perception secript (default2 I think). This wasn't hardly as troublesome as the heartbeat, but I thought I'd mention it. _________________________ Borgo Pass PW Link
Posted by diavlen at 2006-08-02 19:41:24 Voted 8.50 on 08/02/06
Nice work on the scripts! I've played around with the same scripts, but ended up walking away from it. I was going to use a custom werewolf bite with the OnHit/Unique Property script attached to it.
I was hesitant to install this into my PW for a few reasons.
1) It would've been nice if all of the blueprints had a naming convention that would make updating/uninstalling easier.
2) It would've been nice to have cleaner hooks into the pre-existing module events. For example, just pop in an ExecuteScript for each of the addins.
I went ahead and installed it after loading it into an empty module to see what the process was like. I took a few notes and it went smoothly.
I really like the changes to the original script, particularly the three days of full moon and the persistance! (Big kudos on the persistance!). I look forward to more! _________________________ Borgo Pass PW Link
Posted by Archduke ( 62.252.xxx.xxx ) at 2006-04-27 08:50:13
Great stuff! Can't believe how much you've put into it! This is just what I wanted, classical lycanthropes that also adhered to the rules!
Posted by Vuldrick at 2006-01-27 14:12:25 Voted 10.00 on 01/31/08
Jull moon days are set in the onmodule load. You set them yourself. I set yours (in your PW) to the 26th, 27th, and 28th. _________________________ Vuldrick Garrison
Posted by rascal at 2006-01-25 10:06:02 Voted 10.00 on 01/25/06
I currently use this system and would like to ask about the phases of the full moon, I also use persistant time too. When exactly is the full moon in the game month? Thank you
Posted by rascal at 2006-01-25 10:04:52 Voted 10.00 on 01/25/06
Excellent system Vul!
Posted by Vuldrick at 2006-01-22 07:20:08 Voted 10.00 on 01/31/08
Please give me some feedback/votes folks. Nothing is quite as discouraging as seeing a lot of downloads and no comments.
It tells people we are either perfect or we suck as scripters. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2005-06-04 14:52:36 Voted 10.00 on 01/31/08
I have a more up-to-date version of this werewolf system included in my full Ravenloft starter module.
It would be advisable to download the other module and erf out the werewolf stuff if you want it as a stand-alone.
I will update this to be the current version ASAP, but for now it is somewhat outdated.
To find the other full version of the Ravenloft starter mod just search for Vuldrick in the scripts section. _________________________ Vuldrick Garrison
Posted by Vuldrick at 2005-02-17 15:02:00 Voted 10.00 on 01/31/08
I am not sure why you are even seeing the scripts for the vamp system . . . other than this was extracted from a demo mod that had both.
Even more I do not know why the ww and werewolf scripts are not showing for you?
However I have used the files posted here to update a module that I run with no issues.
Make a backup of your module, then just import it anyway. Ignore the error message saying that the .ncs files are missing. After you import it, do a full build, save, and see how it works.
I have often seen that you get a message saying you are missing .ncs resources when doing imports . . . and often you just ignore them.
Regardless, I will download this and test again myself.
Good luck!Vuldrick Garrison _________________________ Vuldrick Garrison
Posted by Blutzo ( 65.33.xxx.xxx ) at 2005-02-16 17:40:00
I can't use this for some reason. It says the following resources are missing: