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bunjeeman

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    Loves: Writing, walking, star wars (well, duh), star trek (DO NOT JUDGE ME!!!!), anime, random comedy (particularly DMCSF and asdf movie), and randomly saying bok choy.
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    Australia
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    Furniture, wood machining.
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    internet explorer
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    JKJA FTW!
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  1. It's no biggie, I was just wondering if you got them. I'll hear from you whenever.

     

    Have a good one!

  2. Yeah, I've just been super busy.

     

    Also, after I finish Sleheyron, I'll be free to work on it full-time. :)

  3. Yeah, I've just been super busy.

     

    Also, after I finish Sleheyron, I'll be free to work on it full-time. :)

  4. Hey, have you checked your email recently?

  5. I get that glitch as well, everytime in fact. I just play on, and T3 is on the hawk when I get on board to fight the sith off. I've no idea of what the cause of the glitch is, but it's benign, really.
  6. I'm no good at scripting still, but I'd prefer to do them as feats, if only to not clog up the powers section. This isn't so much a request for the forms to be made, as it is a querry on what other people would think as a practical/preferable aquisition method of the forms. THough if someone is interested in scripting, I'm all for it.
  7. I've gotten an idea as to how to incorporate lightsaber forms into KotOR, but it needs some refinement. My thought is to use the jedi party members. The lightsaber form you want is selected on Dantooine (personality quiz, like with Dorak?), then during your mission you spar with your companion to get the second level (maybe have to beat them a few times in a row? Or maybe some sidequest on Korriban? I'm open to suggestions on this one). Then, for the third level, you duel Bastilla on the Rakata temple. Who trains what is like this; Bastilla - Shii-Cho/Ataru Juhani - Makashi/Shien(Djem-So as well) Jolee - Niman/Soresu (I've got no idea how you could learn Juyo and keep it believable. I'm open to suggestions on this as well). What does everyone think?
  8. Also, Crush Resistance should be a buff along with inspire followers, so they both work with Battle Meditation. And, please, give an animation to both of them.
  9. Hello. I've been toying with power ideas, and I've got something together. (no saber forms) EDIT; Managed to put it out in a way that this site will post. Heal Alignment: Light Side Purpose: Heals all party members Restrictions: N/A Descrpition: I wanted to tone down Heal, as it nullified the need for med packs and antidote kits. Heal Restores 5 HP = 1 HP per CHA modifier, WIS modifier, and Character level. 15 meter area of effect. Improved Heal Restores 10 HP = 1 HP per CHA modifier, WIS modifier, and Character level. 15 meter area of effect. Master Heal Restores 15 HP = 1 HP per CHA modifier, WIS modifier, and Character level. Regenerate + 5. 15 meter area of effect. Purge Alignment: Dark Side Purpose: Cures all party members Restrictions: N/A Descrpition: Purge is meant to provide a cure option, without the problem of being overpowered. Purge Cures poison. 15 meter area of effect. Improved Purge Cures poison. Boosts STR and CON by +2. 15 meter area of effect. Immune to poison for 30 seconds. Master Purge Cures poison. Boosts STR and CON by +3. +30 temporary vitality points. Immune to poisons for 30 seconds. Aura Alignment: Light Side Purpose: Bonus to defence and saving throws Restrictions: Restricted by armor Descrpition: N/A Unchanged Force Aura +2 defence and +2 to all saving throws. Shield +4 defence and +4 to all saving throws. Armor +6 defence and +6 to all saving throws. Strenthen Weapon Alignment: Neutral Purpose: Bonus physical damage. Restrictions: N/A Descrpition: I always thought that buff powers were too lacking for the armor suited classes; WIS is not their atb base, so what sense is there is going in that direction? Strengthen Weapon +1d6 physical damage. Empower Weapon +2d6 physical damage. 20% chance of knockdown. Overwhelming Force +1d20 physical damage. 40%chance of knockdown. Poison Blade Alignment: Dark Side Purpose: Poison effect to melee Restrictions: N/A Descrpition: If you wore armor, you could only go as far as affliction. And if you were a class that went with armor, your wisdom and will probably wasn’t that high. This gives a poison option to the armor wearing classes. Contaminate Blade Target is poisoned. DC save of 10. Poison Blade Target is poisoned. DC save of 16. Acidic Strike Target is poisoned. DC save of 20. Speed Alignment: Neutral Purpose: Increase defence and movement speed. Restrictions: Restricted by armor Descrpition: N/A Unchanged Burst of Speed +2 defence. Movement speed doubled. Knight Speed +4 defence and +1 attack per round. Movement speed doubled. Master Speed +4 defence and +2 attacks per round. Movement speed doubled. Stampede Alignment: Neutral Purpose: Increase in attack and movement speed. Restrictions: N/A Descrpition: Speed was very good for getting around, but if you wore armor, you couldn’t do that. Stampede is meant to solve that peeve. Stampede +2 attack. Movement speed doubled. Knight Stampede +4 attack and 20% chance of knockdown. Movement speed doubled. Master Stampede +4 attack and 40% chance of knockdown. Movement speed doubled. Valour Alignment: Light Side Purpose: Stat buff for party. Restrictions: Restricted by armor Descrpition: N/A Unchanged Valour STR, DEX, CON, and all saving throws increased by +2 Knight Valour STR, DEX, CON, and all saving throws increased by +3. Immune to poison for 20 seconds. Master Valour STR, DEX, CON, and all saving throws increased by +5. Immune to poison for 20 seconds Alter Flesh Alignment: Dark Side Purpose: Stat buff for party. Restrictions: Restricted by armor Descrpition: Light side had Valour, but Dark Side didn’t have anything. Alter Flesh +2 STR and +15 temporary HP. Immune to stun. -2 CHA and -2 Willpower. Enhance Flesh +3 STR, +1 DEX, and +20 temporary HP. Immune to paralysis. -3 CHA and -2 Willpower. Corrupt Flesh +3 STR, +2 DEX, and +25 temporary HP. Immune to paralysis and stasis. -2 WIS, -3 CHA and -3 Willpower. Force Resistance Alignment: Neutral Purpose: Increase Force resistance. Restrictions: Restricted by armor Descrpition: N/A Unchanged Force Resistance Opposing roll of d20 + user level vs. DC10 + attacking characters level. Force Immunity Opposing roll of d20 + user level vs. DC15 + attacking characters level. Energy Resist Alignment: Neutral Purpose: Increase damage resistance. Restrictions: N/A Descrpition: N/A Unchanged Energy Resist Absorb the first 6 points of cold, fire, sonic, electrical, and energy damage. Improved Energy Resist Absorb the first 12 points of cold, fire, sonic, electrical, and energy damage. Master Energy Resist Absorb the first 20 points of cold, fire, sonic, electrical, and energy damage. Barrier Alignment: Light Side Purpose: Increase damage resistance. Restrictions: Restricted by armor Descrpition: N/A Unchanged Force Barrier Absorb the first 4 points of slashing, bludgeoning, and piercing damage. Improved Barrier Absorb the first 8 points of slashing, bludgeoning, and piercing damage. Master Barrier Absorb the first 15 points of slashing, bludgeoning, and piercing damage. Ice Armor Alignment: Dark Side Purpose: Increase damage resistance. Restrictions: Restricted by armor Descrpition: If your class is Force based, you’ll want to be able to offset the damage you take. Ice Armor 10% resistance to physical, cold, fire, and energy damage. Rime Armor 15% resistance to physical, cold, fire, dark, energy, and light damage. Glacial Armor 30% resistance to physical, cold, fire, dark, energy, and light damage. Serenity Alignment: Light Side Purpose: Stat Buff. Restrictions: Prestige Class; Master, Weapon Master, or Watchman Descrpition: Light Side Rage. Why not? Serenity +2 Wis, +3 CHA, +2 will and fortitude. Knight Serenity +3 Wis, +4 CHA, +6 will and fortitude. Master Serenity +5 WIS, +6 CHA, +10 will and fortitude. Rage Alignment: Dark Side Purpose: Stat buff. Restrictions: N/A Descrpition: A lot of players would like to start giving into the dark before getting to the prestige classes, or just have a character with anger issues. I had to rework the effects, so that they wouldn’t be overpowered at the lower levels, while still being fearsome at the higher levels. Anger +1 STR, +2 attack, +1 damage per creature slain to a max of +6. -2 defence. Wrath +2 STR, +2 attack, +1 damage per creature slain to a max of +6. Immune to stun. -3 defence. Rage +2 STR, +3 attack, +1 Fortutude and will. +1 damage per creature slain to a max of +10. Immune to stun. -4 defence. Fury (TSL) Alignment: Dark Side Purpose: Stat buff. Restrictions: Prestige Class; Marauder Only Descrpition: As stated earlier, these had to be altered slightly to fit with the level of escalation set in the rage buffs. Fury +3 STR, +4 attack, +1HP per level, +1 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +10. -5 to defence. Frenzy +4 STR, +5attack, +2HP per level, +2 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +12. +1 attack per round. -6 to defence. Hatred +6 STR, +6attack, +3HP per level, +3 Fortitude and Will. Immune to stasis and paralysis. +1 damage per creature slain to a max of +12. +2 attacks per round. -8 to defence. Illusion Alignment: Neutral Purpose: Force Camo Redux. Misdirection. Restrictions: Prestige Class; Assassin or Watchman Descrpition: Stealth class and in a jam? Use this. Illusion. Cancels combat (turns all enemies friendly for 6 seconds). User is stealthed. Vanish. Cancels combat (turns all enemies friendly for 6 seconds). User is stealthed. Battle Medidtation Alignment: Neutral Purpose: Activate all buffs. Restrictions: Restricted by armor Descrpition: I hated how you could never manage to get all the powers active in time to go the full fight with them all active. This is meant to solve that. Battle Meditation Activates all buffs. User is mobilised. Improved Battle Meditation Activates all buffs and lowers enemy attack, damage, and will saves by -2. User is mobilised. Master Battle Meditation Activates all buffs and lowers enemy attack, damage, and will saves by -4. User is mobilised. Force Body Alignment: Purpose: Cheaper Force Powers Restrictions: N/A Descrpition: N/A Unchanged Force Body The cost of any Force powers used are split 50/50 between HP and FP Improved Force Body The cost of any Force powers used are split 40/40 between HP and FP, granting 20% cheaper powers. Master Force Body The cost of any Force powers used are split 30/30 between HP and FP, granting 40% cheaper powers. Mind Trick Alignment: Neutral Purpose: Conversation Options Restrictions: N/A Descrpition: N/A Unchanged Stasis Alignment: Light Side Purpose: Crowd control Restrictions: Restricted by armor Descrpition: N/A Unchanged Stun Target is stunned for 9 seconds. Stasis Target is put under stasis for 12 seconds. Stasis All creatures within 10 meters of target are put under stasis for 12 seconds. Stun Droid Alignment: Light Side Purpose: Damage and crowd control for droids Restrictions: N/A Descrpition: I wanted to expand on the droid side of things. While you don’t face many droids in TSL, it may still be useful in some situations, such as early Telos, G0-T0’s Yacht, or if you have a mod that adds a lot of droids. Stun droid is redone to be more like Force Storm at the end. Stun Droid Target is stunned for 12 seconds, and takes damage equal to attacking characters level. Disable Droid All droids within 5 meters of target are stunned for 12 seconds and take damage equal to the attacking characters level. Destroy Droid All droids within 6 meters of target are stunned for 12 seconds and take 1-6 points of damage per attacking characters level, to a maximum of 10 levels (10 - 60). Drain Droid Alignment: Light Side Purpose: Drain HP from droids. Restrictions: Restricted by armor Descrpition: Drain life that works on droids. Drain Energy User drains the target of 2 HP per user’s level, to a maximum of 10 levels. Absorb Energy User drains the target of 1-4 HP per user’s level, to a maximum of 10 levels (10 - 40). Master Energy Absorbtion User drains all target within 10 meters of 1-4 HP per user’s level, to a maximum of 10 levels (10- 40). Reprogram Droid (TSL) Alignment: Light Side Purpose: Lower stats of targeted droid. Restrictions: N/A Descrpition: Mind trick that works on droids. Disrupt Droid Lower droid awareness by -3, and reduce accuracy by -2. Corrupt Droid Lower droid awareness by -4, and reduce accuracy by -4. Reprogram Droid Target is made friendly, and all droid targets within 6 meters have their awareness lowered by -6, and their accuracy reduced by -6. Hold (choke) Alignment: Dark Side Purpose: Crowd Control, ?Conversation Options? Restrictions: N/A Descrpition: If you were a Jedi prestige class, you could use Kill at leisure. Seemed a bit off, but it still made sense. However, why not give a heavier version to the Sith prestige classes? That’s what these are meant to accomplish; Hold -> Constrict are run-of-the-mill (albeit depowered), while Choke and Multi-Choke are the big ones. Also removes the old Force Crush, which was overpowered. As a sidenote, there are little to no choke conversation options outside of talking to the party. Food for thought. Hold Target is held in place for 6 seconds. Grip Target is held in place for 8 seconds. Constrict Target is held in place for 8 seconds and takes 1/3rds of the attacking characters level in damage every 2 seconds. Choke Alignment: Dark Side Purpose: Crowd Control, Damage Per second. Restrictions: Prestige Class; Sith Lord, Marauder, or Assassin Descrpition: (see Hold description) Choke Target is held in place for 6 seconds and takes 2/3rds of the attacking characters level in damage every 2 seconds. Kill Target is held in place for 10 seconds and takes 2/3rds of the attacking characters level in damage every 2 seconds. Crush Target is held in place for 10 and takes damage to vitality per equal to the attacking characters level every 2 seconds. Multi-Choke Alignment: Dark Side Purpose: Crowd Control, low damage. Restrictions: Prestige Class; Lord Marauder or Assassin Descrpition: Remember running into Darth Malak outside the final level, and you saw him force choking two Jedi without paying attention to them? Wanna do that? Double Grip The target and next enemy creature within 6 meters are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds. Triple Grip The target and next two enemy creatures within 6 meters are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds. Crushing Force All Targets within 6 meters of target are held in place for 6 seconds and take 1/3rds of the attacking characters level in damage every 2 seconds. Slow Alignment: Dark Side Purpose: Weaken enemy. Restrictions: Restricted by armor Descrpition: N/A Unchanged Slow -2 defence, reflex saves, and attack. Movement speed halved. Afflict -1 to STR, DEX, and CON ever 3y seconds over the duration of 21 seconds, to a maximum of -7. Plague -1 to STR, DEX, and CON over 12 seconds to a max of -12. Fear Alignment: Dark Side Purpose: Crowd Control, ?Conversation options? Restrictions: N/A Descrpition: Same reasons as Force Choke; wanted to pep things up later on. Fear Target is immobilised by fear for 6 seconds. Terror All targets within 5 meters of target are immobilised for 6 seconds. Horror All targets within 10 meters of target are immobilised for 12 seconds. Madness (TSL) Alignment: Dark Side Purpose: Crowd Control, Damage Per Second Restrictions: Restricted by armor. Prestige Class; Lord Only Descrpition: Before, you could only put enemies out of action. Now it can either do that, or turn them rabid. Though this has the added bonus of turning enemies against each other. It can backfire though; if they are already attacking you and make the will save, they won’t switch targets. Madness All targets within 10 meters of target are immobilised for 12 seconds. Successful save turns enemies hostile to each other, as well as user. Insanity All targets within 10 meters of target are immobilised for 18 seconds. Successful save turns enemies hostile to each other, as well as user. Psychosis All targets within 15 meters of target are immobilised for 18 seconds. Successful save turns enemies hostile to each other, as well as user, and gain immunity to stun, paralysis, and gain +6 attack and +2d20 damage. Lightning Alignment: Dark Side Purpose: Damage output Restrictions: Restricted by armor Descrpition: Changed the damage output and placed a damage cap. Shock Target takes 1-6 points of damage per each of the attacking characters levels, to a maximum of 10 levels (10 - 60). Lightning All targets 16 meters in front of user take 1-6 points of damage per attacking characters levels, to a maximum of 15 levels (10 - 60). Storm All targets within 10 meters take 1-6 points per attacking characters level to HP and FP. Sith Lightning Alignment: Dark Side Purpose: Higher Damage, more costly. Restrictions: NOT RESTRICTED BY ARMOR (yay!) Descrpition: These two (Sith Lightning and Force LIght) are story devices, meant to replace Force Crush and Enlightenment (which is covered by battle medidtation). For example, in KotOR, you’d get one or the other after fighting Bastilla, and in TSL, you’d get the first level of either at the selection of you prestige, and the next level (,or other one, if you switch alignments,) on Dantooine after the masters die. Sith Lightning All targets 16 meters in front of user take 2-8 points of damage per attacking characters levels, to a maximum of 15 levels (30 - 120). Master Sith Lightning (TSL) All targets 16 meters in front of user take 1-10 points of damage per attacking characters levels, are pushed back 5 meters, and are thrown to the ground, to a maximum of 20 levels (20 - 200). Force Light Alignment: Light Side Purpose: Force lightning for light side. Restrictions: NOT RESTRICTED BY ARMOR Descrpition: (see Sith Lightning description) Force Light All tagets 16 meters in front of user take 2-8 points of damage per attacking characters levels, to a maximum of 15 levels (30 - 120). Force Radiance (TSL) All targets within 10 meters take 2-8 points per attacking characters level to HP and FP and have all buffs removed, to a maximum of 20 levels (40 - 160). Force Push Alignment: Neutral Purpose: Repel and stun Restrictions: N/A Descrpition: N/A Unchanged Push Target is pushed back 5 meters, thrown to the ground, and stunned for 3 seconds. Whirlwind Target is levitated for 12 seconds, and takes 1/3rd of the attacking characters level in damage every 2 seconds. Nearby enemies are pushed back. Wave All enemies within 15 meters of user are thrown back 5 meters, fall to the ground, and are stunned for 6 seconds. Affected targets take 1½X the attacking characters level in damage. Force Blast Alignment: Neutral Purpose: Stronger Force Push Restrictions: N/A Descrpition: Push always seemed a bit wimpy to me. Figured it’d be an idea to beef it up a tad. Blast All tagets 16 meters in front of user are pushed back 5 meters, thrown to the ground, stunned for 3 seconds. Damage equal to attacking characters level. Improved Blast All tagets 16 meters in front of user are pushed back 10 meters, thrown to the ground, stunned for 3 seconds. Damage equal to attacking characters level. Greater Blast All tagets 16 meters in front of user are pushed back 10 meters, thrown to the ground, stunned for 3 seconds. Damage equal to 2x attacking characters level. Drain Life Alignment: Dark Side Purpose: Drain HP Restrictions: Restricted by armor Descrpition: Changed the damage output and placed a damage cap. Drain Life User drains the target of 1-4 HP per user’s level, to a maximum of 10 levels (10 - 40). Death Field User drains all target within 10 meters of 1-6 HP per user’s level, to a maximum of 10 levels (10 - 60). Force Scream Alignment: Neutral Purpose: Damage Restrictions: N/A Descrpition: Wanted to make this one neutral, as it didn’t seem like a straight up dark side thing. Drain Force Alignment: Dark Side Purpose: Drain FP Restrictions: Restricted by armor Descrpition: N/A Unchanged Drain Force User drains 10 FP from target. Imrpoved Drain Force User drains 20 FP from target. Master Drain Force User drains 30 FP from target. Force Hunger (TSL) Alignment: Dark Side Purpose: Drain HP and FP. Stat buff Restrictions: Restricted by armor. Dark Only Descrpition: After you beat Nihilus, if you’re Dark Side, you get this bad boy. This is more for fun than anything else. There is a catch though; have heal or some med packs ready. Hunger User drains all target within 10 meters of 1-10 HP and FP per user’s level. User gains +2 to all stats. User suffers 15 points of damage ever 2 seconds for 60 seconds. Supress Force Alignment: Neutral Purpose: Cancel buffs. Restrictions: Restricted by armor Descrpition: This will require that level 3 purge, level 3 heal, strengthen weapon, poison blade, stampede, alter flesh, ice armor, serenity, and rage be added to the cancel list. Force Suppression Cancels all active level 2 buffs (or lower) on target. Force Breach Cancels all active buffs on target. I haven't thought so far as level requirements, and I am open to debate on all the powers. If anyone is interested in making this, please say so.
  10. Hello, I'm working on a power idea, and I was wondering, is it possible to edit the following (just so I don't propose anything impossible):

     

    What powers are acquired when a prestige class is chosen (for example, in TSL, I'm thinking of three rage powers for the first fifteen levels, then the fury buff; If marauder is selected, all three rage powers are added).

     

    Is it possible to have a power requisite setup like this;

    push -> whirldwind -> wave

    blast (req push) -> imp blast -> mas blast

     

    or

     

    shock -> lightning -> storm

    sith lightning (req lightning) -> master sith lightning

  11. Can the colour crystal carry a bonus/restriction without changing the lightsaber? For example, the Mantle of the Force changes things for all crystals added to it. What I'm wondering is, can a unique saber (such as any in a saber mod) have a normal colour crystal placed in it, and not have a change in model? And can that colour crystal have a restriction/bonus (restricted to user, usable by X)?
  12. As far as I'm told, new feats aren't possible in regards to attacks and passive abilities. Abilities that sit there and do nothing but act as a prerequisite, sure, those are possible. New classes, depends on how you're going to do it. Going through the existing classes system, you can only add non-Jedi classes, as the force powers won't work for custom classes. You could, on the other hand, try adding a feat/power that sits there and does nothing but act as a prerequisite; you get it by whatever means, and you can then get other powers/skills/attributes based on that (feats would be a bit of a stretch, as those can get quite messy when you add them on more than the original program does). Moving back to the thread topic, the script didn't work. I'll take it to the Script Shack, if that's alright. Meanwhile, anyone interested in helping with the custom sabers?
  13. For the force forms and force powers, I just need scripts. I've tried a few times, but I can't get them to work. The animation part, unnecessary now that I've given it some thought. Disregard that one. The custom sabers, meanwhile, I have a lot done on (I followed every step), but they still don't work. I'm hoping someone can take a look and find what I missed (so I know what to do). But if anyone would rather just do the whole thing, that's fine too.
  14. Hm. That's a bit of a hindrance.

    if you'd be willing to give it a try anyway, I'd appreciate it. Though it's tedious work doing work and not being able to test if it works yourself, so it's no problem if you aren't interested (the K1 transparency is like the lack of lip-synch in TSL; it's there, but you can overlook it).

  15. I do, but I've got to balance them all out. That means a lot of testing. No, these will be different in a lot of ways. At present, they are planned to be three tier powers (proficiency, improved, and master), with +1's and 2's at the lowest and +3's and 4's at the highest. Another difference is that each form will have drawbacks: Shii Cho; Attack mod -2 vs Jedi (if the 'vs lightsabers' function is available for K1). Makashi; -4 to deflect and -2 to strength (drawing from the lack of kinetic energy in the forms canon description). They have very useful applications despite this, such as force resistance for Makashi and Shii-Cho having evenly spread bonuses to attack, defence, and deflect.
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