Werewolves, or Curse of the Werewolf. This system reproduces Lycanthropy and Werewolves as described in the DnD 3.5
Monster Manual.
.: Overview :. When a person contracts lycanthropy through the bite of a werewolf, no symptoms appear until the first night of the next full moon. On that night, an involuntary change occurs, and the person assumes the form of the animal.
The person is subject to involuntary change under each full moon.
If the person succeeds a Wisdom Check (DC 15), he becomes aware of his lycanthropic condition. If he fails this check, he remembers nothing of the previous night.
Even if a person is aware of the condition, they must still roll a Will
save (DC + number of times he's transformed). If he fails the save, he
starts to assume the alignment of the lycanthrope.
Once a person is aware of their affliction, they can attempt to change to animal or hybrid form by using the Control Shape Tool.
.: Changing Form :. A person may attempt to change as often as they like, with one exception. If
they attempt to resume their humanoid form, they only receive one chance.
If they fail, they must remain in animal or hybrid form until dawn.
Changing to animal or hybrid form ruins the character's armor and clothing.
Magic armor survives the change if it succeeds on a DC 15 Fortitude save.
.: Control Shape Tool :. This tool can be used to control lycanthropy as described in the DnD 3.5 Monster Manual (page 303).
Since there is no skill for "Control Shape" in NWN, I've substituted the
"Craft Armor" skill.
So, if you are going to be a lifelong werewolf, you can start putting points
into "Craft Armor" to help control your shape.
.: Curing Lycanthropy :. ** An afflicted lycanthrope who eats a sprig of belladonna (also called Wolfsbane) within 1 hour of a lycanthrope's attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, their Heal skill will be used if it is higher than the lycanthropes save. The character gets only one chance, no matter how much belladonna is consumed.
Since belladonna is toxic, the person must succeed on a DC 13 Fortitude save
or take 1d6 points of Strength damage. One minute later, they must make the
same save again or take 2d6 Strength damage.
** A Remove Disease or Heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the person receives the spell within three days of the lycanthropes attack.
** The only other way to remove the affliction is to cast "Remove Curse" on the person during one of the three days of the full moon. After receiving the
spell, the person must succeed on a DC 20 Will Save to brake the curse.
(The caster knows if the spell works). If the save fails, the process must
be repeated. People undergoing this cure are often kept bound or confined
in cages until the cure takes effect.
.: Features :. - Persistent using the BiowareDB
- Players can infect other players
- Supports all Werecreatures in the CEP2
- Players can infect NPCs during the full moon
- Items use Tag Based Item Activation
- Control Shape tool allows player to assume Humanoid, Hybrid, or Animal form
- Includes easy to use hooks for Module Events
- Includes Configuration file for easy customization, including all displayed text
- Dawn/Dusk Module Event Hooks
- Includes 3 Custom Creatures
- System works with Item Level Restrictions
- Uses default Bioware Belladonna item (ITEMS / STANDARD / MISC / OTHER / Belladonna
- Werewolf Properties can not be dispelled
.: Version History :. Version 1.0 * Updated to work with CEP 2.4
* Changed appearance Bandit NPC to fix graphic glitches (thanks A.L.)
* Minor tweaks
Version .99c * Minor update. Fixed bug in OnDawn module event.
Version .99b * Added Dawn/Dusk Module event. This uses the module heartbeat to fire a script twice a game day.
* Added sound effects for the various were-creatures.
* Updated to work with NWN 1.69 and CEP 2.1
* Added the ability to customize more text.
* Moved documentation to a wiki for easier updating and support
* Fixed some bugs with appearance.
Version .97b - System supports Werewolves, Werebats, and Werecats
- Added Configure Option: GENETIC_VARIETY If you have CEP2 installed, this will vary
the appearance of the werewolves. The wolf you get bitten by will be your new
appearance. This automatically supports Wereboars, Weretigers....all werecreatures.
- Added more feedback for the PC. (Thanks to Heather for all of the ideas!!)
- Added more comments to the scripts
- Added script comments from the SRD (very cool site if you don't know about it -
see Script Notes for link)
- Added Configuration Option: DESTROY_ARMOR. Module builder can enable/disable armor
saving throws during transformation.
- Added Configuration Option: BELLADONNA_WINDOW, HEAL_DISEASE_WINDOW. Module builder
can set how long these cures are effective after infection.
- Added Configuration Option: FOLKLORE_BONUS. Module builder can enable/disable extra
modifications that go beyond the Monster Manual. (Regeneration/Attack Bonus).
This is to make the lycans more playable in a video game setting. (Disabled by default)
- Modified revertForm() to take into account different appearances. (Such as Minotaurs or Wemics)
- Removed script: lyc_at_stats
- Removed script: lyc_ud_wolf
- Removed Item: lyc_wolfbite
- Made stats more readily available to PC werewolf
Version .93b - Updated because of Bioware 1.68 patch. GetIsSkillSuccessful function is used again
- Fixed a bug where the time would be repeated until dusk.
Version .92b - Fixed a bug where werewolf properties could be dispelled.
- Added some howling sound effects
Version .91b - Fixed a bug where time checking would stop after the first morning of a full moon.
- Changed NPC Infection so only humanoids can be infected. We don't want rats and deer
turning into Lycans!
Version .90b - Initial Release
Please let me know what you think. If you find bugs, let me know so they may be squashed. diavlen at CarfaxAbbey dot net
Version .99c
* Minor update. Fixed bug in OnDawn module event.
It's getting closer to a final/full release. I want to do some more testing with the new horse skins that bioware implemented in the 1.69 patch. Enjoy and don't forget to vote :) _________________________ Borgo Pass PW Link
Posted by etanward11 at 2008-07-31 13:52:04 Voted 10.00 on 07/31/08
Just updated to .99b This brings Lycans up to date with the new Bioware 1.69 patch as well as the new CEP2.1 Compatibility. Enjoy! _________________________ Borgo Pass PW Link
@Harley_59 - Thanks. I've been working on a new version of Lycans which will include all manner of werebeasts. And if you have the CEP2, all the better. Wererats are fun, and their animal form can really come in handy.
Currently, the system will recognize a player as "already a lycan" and the other lycan would react to sensing another lycan. I'm working on faction changes where a wererat might react differently to a werewolf as opposed to another wererat.
@Jalehven - Wow, thanks for the thorough review! I'm trying to make this system as easy to "drop" into a module as possible with lots of easy customization. _________________________ Borgo Pass PW Link
Posted by Jalehven at 2008-06-10 23:22:49 Voted 10.00 on 06/10/08
Think this is the best lycanthropy script available at this time, has a lot of depth and options for customization if the defaults aren't enough for you. The effects and how transforming is handled is unique from the other scripts on the vault, since it doesn't use the standard shapeshift effect it allows more potential for roleplayers since it stops some metagaming problems (portrait will not give you away if someone logs in and looks at who's online) and also for hack-n-slashers (all abilities not requiring an equipped item will work and most feats/class features). Easy to customize from the text to the events for module builders, and dms have tools to interact with players. All in all it makes for a good addition to any module or game world looking to add in lycanthropy just make sure to carry around extra clothing or remember to take off your armor before changing! ;-)
Can't wait to see what goodies any further versions have or any other work you do, keep up the good work! ^_^
Posted by Harley_59 at 2008-05-13 11:57:13 Voted 9.75 on 05/13/08
Looks realy good. It may be just what the other half has been looking for. How hard would it be to include Wererats in this system (CEP 2.0), since we have huge numbers of these? And does having one form of Were exclude the contraction of any other form of the disease? Example: if you are a werewolf and a wererat bites you will it override the old infection with the new?
Just curious....
Harley
Posted by red teflon at 2007-12-29 03:57:16 Voted 9.75 on 12/29/07
@Lady Knightstar - Thanks. I have run into several problems with the triggering of events. I wish Bioware would add OnDusk and OnDawn Events...it would make things sooo much easier. I'm going to revamp this set of scripts to make the triggering system more reliable.
@Hcr2 - I *think* I tried installing it in this system. Re-examine the OnClientEnter event. I'm thinking that is where the problem would be. _________________________ Borgo Pass PW Link
Posted by Lady_Knightstar at 2007-02-19 22:28:39 Voted 9.50 on 02/19/07
I truely really like this system it is one of the few i have accually liked and enjoyed playing with for a server.
I did have a question though have you or any one else ever tried putting it into a hcr2 mod and gotten it to work. I have it in the new core i am putting together and everything is triggering except the change at night or when you log in at night. I am at a loss for what to do to fix it. Any help you might be able ot lend me would be helpful.
Thanks :) I actually strayed from the book on my server. I made some changes to make it more playable. For example, since you cant wear armor and cant hold a weapon in wolf form, I added Regeneration that grows with level and attack bonus which grows with level. (Remember, I did this on my server alone, not on this package)
If there's a call for it, I could release another version of the lycan scripts which are more PW friendly. _________________________ Borgo Pass PW Link
Posted by Shadow Smoke at 2006-09-18 02:17:31 Voted 10.00 on 09/18/06
WOW! i was just working on a script like this a few days ago.. LOL you did much better than what i was planing on doing.
I dont agree with ALL the DnD rules but i'm sure i can tweek it around to fit how i like it.
Great work even if it didnt work i would vote a 10 on your documentation alone!
i look forward to seeing what you have in store for us all :D _________________________ Working on a new mod :D are your ready for this?
Version .93b
- Updated because of Bioware 1.68 patch. GetIsSkillSuccessful function is used again
- Fixed a bug where the time would be repeated until dusk. _________________________ Borgo Pass PW Link
Posted by -Neverman- at 2006-08-29 14:18:42 Voted 9.50 on 08/29/06
Great work and very helpful with understanding his work! Thanks for this!!!
Currently, all standard factions are made hostile to the player while they are in wolf form. This is cleared when they transform back to human shape (regardless of any carnage they spread).
Out of curiosity, what kind of item would you put on the pc when they're infected? Currently I have nothing but the feedback from the bite since they won't realize their disease until they successfully pass their wisdom check after each transormation into humanoid form.
Currently, a PC will only involuntarily change each full moon (roughly a few RL hours each day). Once they can control their shape, they can attempt to change each night.
Now, the meat and potatoes. Everything is centarlly located in the lyc_inc script. That script contains all of the functions for the system. The only other script you may want to look at is lyc_wolfbite (I plan on revamping this to make it more streamlined in the future).
I've tried to keep this system as "by the book" as possible, which is why I didn't do involuntary changes every night. Hope that helps :) _________________________ Borgo Pass PW Link
Posted by -Neverman- at 2006-08-28 16:54:06 Voted 9.50 on 08/29/06
Sorry please message me at [email protected] if you can help me out here...I'm the guy from the above post *big grin*
Posted by -Neverman- at 2006-08-28 16:52:29 Voted 9.50 on 08/29/06
If I could since I'm not a great scripter or computer guru...there's a couple of things I'd love to add to this but I don't know what scripting routines to look into in order to change it a bit. I'd like to:
Change the Players faction to a custom faction when they are a werewolf.
Add a custom item in the PC inventory when the disease is contracted.
And make it so there is a random chance each night that the pc turns into a werewolf.
Is it possible you could direct me a bit to what scripts I could manipulate to make these things happen and change? Thanks very much!
Version .92b
- Fixed a bug where werewolf properties could be dispelled.
- Added some howling sound effects _________________________ Borgo Pass PW Link
Be sure to check out the lyc_config file for tweaking. Also, it helps when testing to change the time of day the module starts...ie, I like starting it on the 26th day of the month at 5am. This is the morning after the first full moon.
I need to double check the documentation, but the full moon is set to be the last three days of every month. 26, 27, 28. _________________________ Borgo Pass PW Link
@hympyke - I tested the system with HCR, and it works fine except for one thing...and it's a major thing. HCR doesn't support Tag Based Item Scripting. I'm going to post over at neises.com to request that this be added. It makes things much more modular and easy to modify.
So, what does that mean for this sytem? The Wolf Bite Creature Item, which is what makes this sytem shine relies on Tag Based Scripting so that it can fire it's OnHit routine. In other words, this werewolf system actually uses the wolf's bite to spread the disease...and to do that, it needs tag based scripting.
I'll see about adding in support for HCR, but it'd be much nicer if HCR just released a patch that added it in for everyone. I think it'd relieve a lot of headaches and would stop the constant re-invention of the wheel. _________________________ Borgo Pass PW Link
@DigitalTeddyBear - I just downloaded the system on another machine to see how it worked fresh from the vault. I believe this is what is happening:
According to 3.5 rules, once bitten, you don't see the effects until the next full moon. The demo module starts at 5:00am the morning after a full moon. So, once you're bitten, you don't notice anything right away. However, if you log out and back in, the system does a check for the full moon, THEN you'll get an involuntary change.
This system doesn't use a heartbeat, so things are tracked primaily through the OnClientEnter module event. For the sake of video game playability, do you think the system should make a change happen immediately if bitten during the full moon?
I'd like it to be as close as possible to the rules, but there has to be some flexibility because of its video game nature.
@Vuldrick - Greetings. When I downloaded your Werewolf system, it inspired me to tackle this project again. I decided to start fresh with just the monster manual. My original attempt was a modification of NoData's scripts. I walked away from that attempt because I didn't like the logic of how things were implemented...it seemed to*bleep*bersome.
I really appreciate your work and I look forward to your feedback! _________________________ Borgo Pass PW Link
Ahhh, I saw this release just now and thought I recognized your name.
I have been working on the update for my lycan system since your recent post and have it pretty close to ready. Apparently you did not feel the need to wait on me to do so though :P
Its good that you were able to "walk back to the idea" after leaving it. I hope my code worked as a spring board to save you some time.
I have downloaded your code and will check it out. Sounds like you took ideas from my system and updated it to 3.5 rules instead of 3.0 . . . which is good I suppose.
Good luck to you. Once I test it I will leave a vote and some comments as needed. _________________________ Vuldrick Garrison
I can't seem to get it to work... I open the test mod you included, get my person bit. Kill off the werewolves and wait ... hours on end to see the change and nothing happens... but when i use like.. "heal" it says it's not cursed but the game has cycled threw that one area night to say at least 6 times.
Posted by Greven134 at 2006-08-12 03:03:42 Voted 10.00 on 08/12/06
Just the other day I was going to buy some clothes and a peasant turned into a Lycan and chased me down.
I wonder how many PC's will be Lycan's in Borgo before the months end. :D
Posted by Myst_Moonblade at 2006-08-11 21:22:49 Voted 10.00 on 08/11/06
Again, you've worked wonders bringing the DND manual into the game. It's nice to see some "by the book" stuff show up in game whenever possible. Having seen these scripts in action, I gotta say they're pretty wicked. I love how the eyes glow green to show the beginning of the transformation. Also, it was an excellent idea to put in the struggle to retain control. Brings back memories of those werewolf movies that show up around Halloween.
It's good that you can infect other PCs and certain NPCs. That makes for a lot of RP possibilities! (I smell a plot):)
I think my favorite part, however, is how you can choose which form you want to take (humanoid, hybrid, or animal). Something like this would work out interesting for a druid char.
Kudos for tapping into myths & legends. It adds a nice supernatural twist to the server. -- Eventhough Borgo Pass is far from void of the supernatural. ;)
Thanks Marleyh. I just updated the package with some minor fixes:
Version .91b
- Fixed a bug where time checking would stop after the first morning of a full moon.
- Changed NPC Infection so only humanoids can be infected. We don't want rats and deer turning into Lycans! _________________________ Borgo Pass PW Link
Posted by Marleyh Prillo at 2006-08-11 17:55:49 Voted 9.00 on 08/11/06
This script is excellent, right out of the Monster MAnual
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