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NWN SCRIPTS

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Title  Lycanthropy (PC unable to cancel polymorph!)
Author  flysoup
Submitted / Updated  06-10-2003 / 11-22-2006
Category  Creature Related
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - General
Includes  BioWare Standard
Description
Some of these scripts are modified and all the credit for them goes to 69_Jeremy_69. I made some new scripts that suited my module Dark Raven Realms. The scripts makes it so that the player gets an instant infection of lycanthropy and can only be healed from a shaman(druid). I made it so that the player can control himself while he is an werewolf but all the other factions will get hostile against the player while he is a werewolf(all except hostile creatures that gets friendly). A script will run while tha player is a werewolf so he cant cancel the polymorph. It checks every second so the werewolfshape will not even disappeare for a second. Remember to make another faction on your shaman since the other factions will get hostile when the player is a werewolf. Download the module to see it in action.(rar) peace...

Files

NameTypeSizeDownloads
flysoup1055407458394WerewolfRealms.rarflysoup1055407458394WerewolfRealms.rar
Submitted: 06-10-2003 / Last Updated: 06-12-2003
rar23.36Kb545
--
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Comments (11):

Posted by hitchhiker ( ..xxx.xxx ) at 2003-07-10 10:38:00    
well, nice one! and I think this one fits even more into a classic adventure setting than the original (which still is very graet for PWs or MP Games...)

one issue I ran into:

- if the PC is overloaded when getting bitten, he will keep on sayin "I am overloaded " or "This is too heavy" which is really annoying, esp. if he´d be strong enough to carry all the stuff as a werewolf...

I know that this has to do with the pseudo-heartbeat, and I tried to fix it by setting it higher than a"real" heartbeat (7 secs). But still, the PC does´n´t say it, not every second but every seven seconds which still sucks...couldn´t really figure out the reason for that



Posted by flysoup ( ..xxx.xxx ) at 2003-06-13 07:44:00    
Dont worry about the player trying to use any other spells or potions with polymorph effects, trying to set them over the werewolf effect. Due when a player is polymorphed he cant use any items.

Posted by flysoup ( ..xxx.xxx ) at 2003-06-13 07:34:00    
Well if you use other polymorph effects like this one in your module then you can add a check into the script as. So if the player gets a new polymorph effect on him make it so that the variable of the old polymorph is removed and set to a new variable of the other polymorph effect. As for the original polymorph effects in the game, they wont set themself over the werewolf shape due to the variable check.

Posted by Rikan ( ..xxx.xxx ) at 2003-06-13 04:19:00    
Hmmm. The ww_shape script does nothing else than to apply the werewolf polymorph effect over and over again without checking if there is a similar effect already in action or wether there is another polymorph effect running.

It would be better to implement a check because I'm really uncertain if the old polymorph effect will be removed the time a new one is applied on top of it. If not, old "stale" effects continue to clutter up the memory and the "active effects" table.

Posted by flysoup ( ..xxx.xxx ) at 2003-06-13 02:00:00    
And don´t be afraid to vote ;) Then again don´t be afraid not to vote either;) All for the cause of the balance:)

Posted by flysoup ( ..xxx.xxx ) at 2003-06-13 01:57:00    
The ww_shape script is a pseudo heartbeat and only runs if the player is infected. The ww_shape script stops to run after the shaman has healed the player since the variable then gets removed. So no fear companions it won´t slow your module as a real heartbeat would do since those runs the whole time.
The effect doesnt´t go away while resting, i already tested that. And it can´t be dispelled since the player has a variable on him while he is infected that makes the shapechange script to run. You see a dispell wont get rid of the variable, so you can only get your lycanthropy disease removed from a shaman. peace...

Posted by flysoup ( ..xxx.xxx ) at 2003-06-12 18:21:00    
Remember if you have the old download then the module onenter script will be missing and the armor destroy will be missing in the ww_bite script when the shapechange takes place. Either download the update or just copy the onenter script from the updated text here. This is important since the onenter script makes it so that the effect stays when the player logs off and then logs in again.

Posted by flysoup ( ..xxx.xxx ) at 2003-06-12 17:53:00    
This page is now updated. The other page i mentioned before is deleted. Well all is well now, enjoy the scripts and see them at action in the example module...peace...

Posted by flysoup ( ..xxx.xxx ) at 2003-06-12 17:37:00    
Yes Rives the effect stays if the player logs off and then logs in again. Look at the update and there you will find a module onenter script that checks for the variable on the player that enters. And if he has the variable named "were" then the ww_shape script will run. So no log off will save the player from the lycanthropy effect, i already tested this and it worked:)

Posted by Rives Jones ( ..xxx.xxx ) at 2003-06-12 17:24:00    
If a player logs off and then back on, does the effect remain?

Posted by flysoup ( ..xxx.xxx ) at 2003-06-12 17:11:00    
You can also modify the ww_shape script for using it in a trigger as a onenter script. Now you can create all those polymorph curses to a player without him beeing able to cancel the polymorph.

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