Draft:Were-human: Difference between revisions
OmegaAdmin (talk | contribs) 连续整理怪物独立草稿:来源、能力、遗骸与策略,并同步符号索引 |
OmegaAdmin (talk | contribs) 整理怪物生成召唤与遗骸机制,修正火山来源和炼金说明 |
||
| Line 57: | Line 57: | ||
Normal death has the usual 50% corpse chance. An untransformed were-human's corpse is inedible and has no alchemical use. After transformation, its renamed corpse uses the selected species' identity and inherited edible or poisonous status, while retaining corpse value zero.<ref>{{Source|mspec.c|419|440}}; {{Source|mon.c|193|201}}; {{Source|item.c|63|139}}; {{Source|itemf1.c|664|749}}.</ref> | Normal death has the usual 50% corpse chance. An untransformed were-human's corpse is inedible and has no alchemical use. After transformation, its renamed corpse uses the selected species' identity and inherited edible or poisonous status, while retaining corpse value zero.<ref>{{Source|mspec.c|419|440}}; {{Source|mon.c|193|201}}; {{Source|item.c|63|139}}; {{Source|itemf1.c|664|749}}.</ref> | ||
If the selected species has an alchemical recipe, [[Draft:Ambrosias' Potions et cie|Ambrosias]] can transform the were-creature's remains for the minimum fee of 10 Au. Selling those zero-value remains yields zero Au. The recipe and | If the selected species has an alchemical recipe, [[Draft:Ambrosias' Potions et cie|Ambrosias]] can transform the were-creature's remains for the minimum fee of 10 Au. Selling those zero-value remains yields zero Au. The [[Draft:Monster remains#Alchemy|recipe and level-derived enchantment]] use the selected species' ordinary template, not the retained combat level of 3. A species without a recipe remains ineligible.<ref>{{Source|site1.c|805|874}}.</ref> | ||
== Strategy == | == Strategy == | ||
Latest revision as of 02:13, 14 September 2026
| @ Were-human | |
|---|---|
| Form | Initial ordinary form |
| Attacks | Initially 1 physical attack, raw 0–9; 1 defense |
| Special abilities | Transforms when hostile or on a specific half-moon day |
| Base level | 3 |
| HP | 40 |
| Hit | 5 |
| Defense | 10 |
| Action interval | 5 ticks; lower is faster |
| Kill experience | 100, on normal death in sight |
| Generation | Generation and encounters |
| Carried items | None at ordinary generation |
| Immunities | None initially; changes on transformation |
| Remains | Named for the generated form; 50% on normal death |
| Remains use | Initially inedible; transformed remains can have species-specific uses |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 123[1] |
A were-human initially resembles an ordinary human, then changes into a hybrid of that individual and another monster. The resulting were- creature does not simply inherit every statistic of the species it resembles.[2]
Generation
Were-humans occur in ordinary random pools. They begin peaceful, with one of the same twenty occupational descriptions used by ordinary humans, no possessions and no innate immunities. Before transforming, they have one physical attack for raw damage 0–9 and one defense.[3]
Transformation
A nearby special action triggers transformation if the creature is hostile or during one particular moon-phase day: the first day of the waxing HALF display. This is not the displayed full moon, nor every day labelled HALF.[4]
The chosen species is a common, mobile, initially hostile template from levels 1 through 8, excluding another were-human. Its name becomes were- followed by that species' name. The transformation changes the following attributes:
| Attribute | Result |
|---|---|
| Current HP and experience value | Add the selected species' ordinary values |
| Defense, damage rating and movement interval | Replace with the selected species' values |
| Attack sequence, melee type, ranged action and special ability | Use the selected species' sequence and abilities |
| Status and immunities | Combine with the selected species, then apply the physical-immunity exception below |
| Hit, combat level and sensing range | Retain hit 5, level 3 and sensing range 5 |
| Ordinary movement behavior and possessions | Retain the were-human's movement behavior and existing possessions; do not generate the new species' normal equipment |
Consequently, a transformed poison attacker can have a lower poison-application chance than an ordinary creature of that species, and a transformed spellcaster casts at retained combat level 3. A form's normal fixed weapon is not a promised transformation reward.[5]
Physical-immunity exception
Most forms gain ordinary physical-damage immunity. Eight selected species instead lose their existing physical immunity and gain fire immunity: phantom, swarm, etheric grue, shadow spirit, bog thing, astral vampire, sandman and shadow slayer. This is a version-specific consequence of how the extra immunity is applied, not a property of their ordinary counterparts.[6]
Remains
Normal death has the usual 50% corpse chance. An untransformed were-human's corpse is inedible and has no alchemical use. After transformation, its renamed corpse uses the selected species' identity and inherited edible or poisonous status, while retaining corpse value zero.[7]
If the selected species has an alchemical recipe, Ambrosias can transform the were-creature's remains for the minimum fee of 10 Au. Selling those zero-value remains yields zero Au. The recipe and level-derived enchantment use the selected species' ordinary template, not the retained combat level of 3. A species without a recipe remains ineligible.[8]
Strategy
An innocuous occupational name is not a guarantee of an ordinary human's weakness. Provoking a were-human can trigger a much stronger form. After transformation, use its actual form, immunities and retained attributes to choose an attack; in particular, fire is a poor answer to the eight exceptional forms that become physically vulnerable instead.
Recover eligible transformed remains when inexpensive alchemy is useful, but do not expect the new form's usual weapon drops. This benefit depends on the randomly chosen form and a surviving normal corpse drop.
References
- ↑ lev.c in Omega 0.90.4, lines 316–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 25–51; mmelee.c in Omega 0.90.4, lines 227–311; aux2.c in Omega 0.90.4, lines 689–727; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 123; lev.c in Omega 0.90.4, lines 343–349; mspec.c in Omega 0.90.4, lines 405–446.
- ↑ lev.c in Omega 0.90.4, lines 280–394; mon.c in Omega 0.90.4, lines 1104–1128; minit.h in Omega 0.90.4, line 123; mmelee.c in Omega 0.90.4, lines 227–311.
- ↑ mspec.c in Omega 0.90.4, lines 405–418; scr.c in Omega 0.90.4, lines 43–52; aux2.c in Omega 0.90.4, lines 288–300.
- ↑ mspec.c in Omega 0.90.4, lines 405–446; mmelee.c in Omega 0.90.4, lines 109–147; mmelee.c in Omega 0.90.4, lines 272–298; mspec.c in Omega 0.90.4, lines 135–215.
- ↑ mspec.c in Omega 0.90.4, lines 428–440; defs.h in Omega 0.90.4, lines 450–451; minit.h in Omega 0.90.4, line 105; minit.h in Omega 0.90.4, lines 155–159; minit.h in Omega 0.90.4, lines 177–181; minit.h in Omega 0.90.4, line 233; minit.h in Omega 0.90.4, line 263.
- ↑ mspec.c in Omega 0.90.4, lines 419–440; mon.c in Omega 0.90.4, lines 193–201; item.c in Omega 0.90.4, lines 63–139; itemf1.c in Omega 0.90.4, lines 664–749.
- ↑ site1.c in Omega 0.90.4, lines 805–874.