Jump to content

Home

armor restrictions of force powers


shangoman

Recommended Posts

yes there is.

 

spells.2da armorrestriction colum is a hex number something like this

 

&h00020 or so make the 20 into 00 (dobule zero) and the restriction is away.

 

 

or download kittys spells.2da the link is one of T7's stickys ;)

Link to comment
Share on other sites

Big thx. I was kind of thinking something like that, cause thats what BW did with BG series, but near infinity could not read the files properly, I guess I'll install IE on system so I can install KT. Thx again.:fett:

 

tk102 posted this with some added info. (I swear, :0 , I did a search before I posted my question. I guess I should stay up until 5 am playing SWKotor when I gotta be up at 6:30 am to get ready for work.):

This appears to be controlled by the forbiditemmask column in spells.2da. From my experiments, this mask affects Armor_Class_4 through Armor_Class_9 (as referenced in baseitems.2da). The bits in the mask each correspond to Armor_Class_4 through Armor_Class_9.

 

Normally force powers that are restricted by armor have a mask of 0x003f. That is 111111 -- so all items that have Armor_Class_X as their baseitem will be restricted. If you wanted only to restrict Armor_Class_7 8 and 9 from using a certain force power, you would change its forbiditembask entry to 0x0038 (111000). If you only wanted to allow Armor_Class_6 to be able to use the force power, you'd set the mask to 0x003B (111011).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...