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NWN SCRIPTS

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Title  Fallen PC Vampires and Werecreatures
Author  Fallen
Submitted / Updated  10-28-2003 / 11-22-2006
Category  Subraces
Expansions  SOU-1.32
Format  Module Only
Type  Type - Other
Includes  BioWare Standard
Description
Revision 1:
Many new updates to the vampire scripts as well as adding importible erfs. See the f_vampireupdates script file for a full list of changes.
Vampiric abilities:
Bat form - flutter around
Wolf form
Mist Form - slip through that doors or by those enemies!
Coffin - Pick it up, sleep in it...etc
Eternal life - if you die you will regenerate in your coffin, but wooden stakes are bad...
Blood! - drink or bottle it for later.
Spells - you are now treated as an undead vampire, some spells are rather nasty if they hit you now.

Werewolf Abilities:
You may be stronger, faster and meaner...but fighting those instincts can be a pain.
Potions of moonlight will allow you to become a werewolf for a short while when the going gets tough.

There are many other little things that are not mentioned here, but exist (ie silver, garlic). They are covered in the module. Have fun and good luck! -Fallen

Files

NameTypeSizeDownloads
FPCVWv1r1.zipFPCVWv1r1.zip
Submitted: 10-28-2003 / Last Updated: 11-10-2003
zip321.51Kb2188
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Comments (30):

1 2 3

Posted by Fallen at 2003-11-1810:25:00    
Saben: Considering my only source for vampire powers was the original book "Dracula" I did not really have any more ideas. I would be glad to listen to anyones ideas though and I may even implement them if they seem interesting enough =). K'orwyn: Thanks! I actually ended up with 3 A's and a B. =) ...only 2 weeks till finals though *shudder*... Llaethias: So do I! =) Lord_Bloodlust: The level drain has been suggested before as an alternative to killing when you are draining blood, but not as an item. It would be rather powerful, but I could easily add it. As for the 'live' npc vampire, it sounds feasable, but would require a bit of coding by the module creator even if I put one in the erf. I will do some testing when I get the time to see how easy I can make it. Turning into the werecreature is not a problem with the polymorphs, but since a person can always cancel their polymorph it would require a constant check to re-apply the effect which could slow the systems down. I am actually thinking of dropping the werecreature portion as it seems unpopular and has some inherent problems with custom scripts =(.

Posted by Saben at 2003-11-1718:03:00    
Great work, just started to search for some usefull vampire scripts for a small mod and then I stumble on the almost perfect fit. The Bat part of vamps especially took me back to the legacy of kain first game ;) Do you have any plans to include more powers, and if so, wich ones?

Posted by K'orwyn at 2003-11-1711:35:00    
Stupid lag.... Sorry about the double post..... ;-)

Posted by K'orwyn at 2003-11-1711:34:00    
Fallen, you rock! Thanks much! I have no idea how you do it, but I'm glad you do. Hope all went well with your classes! Thanks again. K'orwyn

Posted by K'orwyn at 2003-11-1711:34:00    
Fallen, you rock! Thanks much! I have no idea how you do it, but I'm glad you do. Hope all went well with your classes! Thanks again. K'orwyn

Posted by Llaethias at 2003-11-1708:19:00    
I like this one :)

Posted by Lord_Bloodlust at 2003-11-1610:19:00    
Thanks for the ERF. Fallen.Hey..i got to thinking fallen..ever thought about making a level drain attack beam like the other vampires have in game?that would be kool.And maybe make some NPC vampires and Were creatures that can infect the players in the game instead of just drinking the blood or using the lyconthrope idol..just a few ideas there.And maybe make it to were you can actually control the werecreature..but when you transform..your factions change you to hostile so the baddies leave you alone..but good folk try to kill you...and add in some special attacks for them making it more intresting to become a werewolf r whatever..just a few ideas..anyways,thx for this work man..it rocks

Posted by Fallen at 2003-11-1310:09:00    
Oh, I forgot to mention it, but the updated revision 1 has an erf to make life easier. =) -Fallen

Posted by Fallen at 2003-11-1221:53:00    
Everyone: Revision 1 is up and has quite a few new features on the vampire side. K'orwyn: For the persistant worlds you will need to assign an isVampire variable to your persistant database for that character when the person becomes a vampire, then on client enter you will need to read your persistant database and set the proper localint on the entering player (don't have the code on this machine so I don't remember the exact localint name [it can be found in the GetIsVampire function in f_vampire_spls_h though]). Hope this helps and I will try to make it more PW friendly in the next revision! -Fallen

Posted by K'orwyn at 2003-11-1119:13:00    
Wow! This is entirely an awesome demonstration! This will fit perfectly in with the PW I'm working on (should I figure out how to export correctly from the mod--it keeps asking for things I'm not finding, though I've set everything but the areas to export). I too would be very interested in an update, particuarly if you figure out how to ensure that the players stay vamps or werecreatures between sessions (i'm not much of a scripter, but I'll do my best to study what you've put in below). I'll keep a close eye on this one. Fantastic work! and good luck on your mids.

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