dj_owen Posted March 14, 2004 Share Posted March 14, 2004 since fred released the new kotor mod tool, i'm sure many more people are going to have questions about what certain factors from the itempropdef.2da do. i know i'm stumped on a few of them, so if someone could explain any, that'd be great. 10. cast spell. does this work for weapons? i have never been able to do it. i tried creating a "lightning sword" that used the force storm effect on each strike, but it never worked. is it possible? 29. light. i thought this would be cool to create a sword or armor that gave off a green glow. couldn't get it to work though, is this also not possible? 30. mighty. what does this do? 56. blaster bolt deflection decrease. if i put this on a blaster pistol, would that make it less likely to be deflected by a jedi? it would be cool to have this, and beat malak with a pistol. 24. immunity. one of these is titled "death magic" or something like that. at first, i thought it would make me immune to one-hit kills (insta-kills) from things like the turrets going into the black vulkar base, but no, i was killed right away even with the immunity armor on. so what does this do? thanks for any help anyone could give on these questions. Link to comment Share on other sites More sharing options...
Juriel Posted March 15, 2004 Share Posted March 15, 2004 Mighty allows you to get your Strength modifier (up to a certain limit) as bonus damage with a ranged weapon. Immunity to Death Magic is just that - a relic from the game's NWN past, and protects you from spells that are designated to be death magic. Only Drain Life MIGHT belong into that category. In other words, I seriously do not think that in KotoR this does anything. Link to comment Share on other sites More sharing options...
vinniemc Posted March 20, 2004 Share Posted March 20, 2004 If you give your armor or anything else "Light" it brightens the area around your character. Works great in caves and such. Link to comment Share on other sites More sharing options...
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