Updated: v1.2 This is a system for 'licensing' spellcasters that behaves in basically the same way as the magic licensing system in Baldur's Gate II: Shadow's of Amn. Whenever a spell is cast, a 'Witchunter' will appear next to the Caster (in a similar manner to the 'Cowled Wizards' of Baldurs Gate II) and demand to see his/her Wizard's Licence. If the caster does not have a license, or has offended too many times, then he/she has the choice of imprisonment or combat with the Witchunter. It's primarily aimed at PWs, but it has many potential uses. UPDATE: - Added bioware database functionality - it is now possible to make the witchunters spawn only in specified areas. Witchunters also now attack if the conversation is aborted - thanks to Fleshmelter for picking up on that. Also updated as of 10/8/03 - Several bugfixes - see Readme for details.
Even tried it with a wizard :( still won't send me to jail in the demo mod :( is there something I should know? Even got the inquisitor to try to send me to jail, that didn't work either, they spawn out, the effects of me being despawned come up but I go nowhere :( HALP!!!! I really need this script to work
ok...I can't get the hunter to send my PC to jail in either my mod r the demo mod....anyone else have this problem? Or does it have something to do with me using a rogue with UMD, let me check the jail script :(
Haven't voted because I haven't tested it fully, but even though it is an old script it looks like alot of fun :)
Trying to find a better way to bluf the hunters if you were, say a rogue using UMD. But other then that it adds alot more to the game if you add the hunters WP into the towns only. Might want to add a script to check to see if the wizard is fighting a monster (non-NPC/PC) so not to spawn hunter if PC is defending town IMO.
Posted by DW ( ..xxx.xxx ) at 2004-03-10 17:28:00
Just uploaded v2.0 of this to the vault a few moments ago - go check it out!
This is a compilation of the old system into a single score. There were 12 that made this score of 9.84 then rounded to 10.
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-12-21 18:58:00
I've registered at the forums you linked me to - I'd be very interested in writing an HCR compliant version of this code, but I may need some help from the HCR gurus to make it truly compatible as I'm highly unfamiliar with the HCR codebase...
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-08-21 16:08:00
Good idea - I'm trying to think of interesting things to do with the witchunters left standing around...
If there are any other ideas out there I'd be glad to hear them too...
DW
Posted by VictorDC ( ..xxx.xxx ) at 2003-08-18 16:50:00
If you are killed while casting a spell the Witchhunter will teleport in, but then will not move and also will not disappear. Should maybe add an ondeath script that checks for last spellcaster, and if they are dead then beam the Witchhunter back out.
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-08-10 16:11:00
Ok, LilacSoul fixed the bug in the script generator that was preventing VFX from being applied to objects as they spawn in, so I updated the WLES to v1.2 just now. There's a couple of other minor bugfixes, and I've added a little bit more conversation to the Witchunters and a bit more to the Readme.
If you have any suggestions for further updates, please don't hesitate to get in touch. Otherwise, check the Readme for more specific details of the changes.
DW
Posted by SmaSh123 ( ..xxx.xxx ) at 2003-08-07 03:34:00
Ok, I compile this script in my Hcr module and I see the compile errors.
We ignore the compile errors, O_o xDDD!!!
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-08-06 11:50:00
Interesting... I get compile errors with those scripts as well, but I don't think it's got anything to do with the WLES, and the scripts still seem to work fine.
All those scripts you listed are modified spell scripts, and the modification in each case is tiny - just two lines that add a call to the Userdefined event that runs the WLES. All they do is make the Witchunter popup, they don't modify the functionality of the spell in any way so I'm not at all sure why they are throwing up compile errors. My advice is to ignore the compile errors and carry on, but keep an eye out for strange behaviour when using those spells and let me know if you run into any problems.
I'm using the scripts on my own PW at the moment so I'll keep an eye out for bugs as well and I'll post an update here if I encounter any issues.
Posted by SmaSh123 ( ..xxx.xxx ) at 2003-08-06 02:16:00
Posted by NineFires ( ..xxx.xxx ) at 2003-08-04 01:59:00
Very good work- This will do nicely.
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-07-31 21:12:00
There is an Unsummon effect written into the spawn-in script but for some reason it doesn't work. I wrote the spawn-in script using lilac-soul's script generator and just assumed it would work fine, and I don't know enough about VFX to fix it -
If anyone does work out how to make it work, then please let me know.
DW
Posted by Fleshmelter ( ..xxx.xxx ) at 2003-07-31 17:57:00
Excellent work, this is one of the things i have always been wanting.
The WH work nicely, they even chase you down if you run before they initiate conversation *sweet*
Not to be a nitpick, but some fancy spawn in effects would be hot....but not needed. Script is damn near perfect as is.
Again Excellent work!!
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-07-31 12:35:00
Just updated - conversation interruption should be fixed now. Let me know if it isn't.
DW
Posted by Fleshmelter ( ..xxx.xxx ) at 2003-07-29 19:26:00
The WH did nothing, and then i summoned another and broke the convo...again nothing. So i had two WH's standing around stiffly.
I like that though about the WH going hostile, kinda nifty....well keep up the excellent work.
Posted by Dreamwarder ( ..xxx.xxx ) at 2003-07-29 09:45:00
Fleshmelter -
If the player escapes the conversation the Witchunter *should* attack him
Let me know if this doesn't happen and I'll fix it.
PS v1.1 will be out in a few days (when I get back from holiday) - it's got a few bugfixes, and it fixes it so that witchunters can either be summoned module-wide or only in specific areas (at the moment the script is only module-wide, the specific area thing is broken).
Posted by Fleshmelter ( ..xxx.xxx ) at 2003-07-28 20:30:00
Nice, but making it so the player can't escape the conversation would be cool....otherwise it'll be useless.
Posted by Zach ( ..xxx.xxx ) at 2003-07-28 18:05:00
Excellent! This is something I didn't know I needed until you posted it!
Posted by Anonymous ( ..xxx.xxx ) at 2003-07-28 17:17:00
Sweet! I was looking for this a loong time ago, and now here it is!
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