KnightFxr2001 Posted September 8, 2004 Share Posted September 8, 2004 My newest force power mod. I saw a couple requests periodically for this, so I decided to follow through on it. Here are the descriptions: __________________________________________________ SPELL DESCRIPTIONS: __________________________________________________ PolyMorph Universal Force Power Prerequisites: Character Level 7 Costs: 15 FP This power allows the jedi to morph into one of four creatures: an Iriaz, a Mykal, a Kinrath, and a Tukata. The creature is chosen completely at random, and the jedi will remain in this form for 20 seconds. During this time, the jedi will gain some of the creatures strengths, but none of it's weaknesses. The jedi will also be able to use all of their normal abilities. After 20 seconds, the jedi returns to his original form. ------------------------------------------------------------------------------------------- Shapeshift Universal Force Power Prerequisites: Character Level 11 Costs: 20 FP This power allows the jedi to shift into one of four beings: a Gammorean, a Wookie, a Verkaal, and a Kath Hound. The being is chosen completely at random, and the jedi will remain in this form for 25 seconds. During this time, the jedi will gain more of the creatures strengths, but none of it's weaknesses. The jedi will also be able to use all of their normal abilities. After 25 seconds, the jedi returns to his original form. ------------------------------------------------------------------------------------------- Shapechange Universal Force Power Prerequisites: Character Level 15 Costs: 25 FP This power allows the jedi to change into one of four beings: a Rancor, a Tarantatek, a Sith Lord, and a Jedi Lord. The being is chosen completely at random, and the jedi will remain in this form for 30 seconds. During this time, the jedi will gain most of the creatures strengths, and some of it's weaknesses. The jedi will also be able to use most of their normal abilities. After 30 seconds, the jedi returns to his original form. ------------------------------------------------------------------------------------------- Please please please read the readme file! If you experience any bugs, please let me know ASAP. Also - this download contains a new dialog.tlk file, and a new 2DA file. This will not work with the AIO pack or any other force power mods at current, and will cause conflicts. It will however work with my previously released Invisibility powers. If you have any problems with this, please let me know. Darth333 - if you want to add this to your AIO pack, feel free. If you need anything additional from me, don't hesitate to reply or drop me an E-mail. Download here: http://www.pcgamemods.com/7325/ ENJOY!!! Link to comment Share on other sites More sharing options...
Darth Dex Posted September 8, 2004 Share Posted September 8, 2004 Nice mod! Link to comment Share on other sites More sharing options...
MTV2 Posted September 8, 2004 Share Posted September 8, 2004 WOW! this is awsome great job, keep it up.:D Link to comment Share on other sites More sharing options...
tk102 Posted September 8, 2004 Share Posted September 8, 2004 Nice to see some more custom force powers out there KnightFxr! Darth333 - if you want to add this to your AIO pack, feel free. My bet is that Darth333 is thinking the same thing back to you... Link to comment Share on other sites More sharing options...
KnightFxr2001 Posted September 8, 2004 Author Share Posted September 8, 2004 My bet is that Darth333 is thinking the same thing back to you... I wouldn't mind adding my mod to the AIO pack. However, it's Darth's mod, and he seemed to want to do it himself with my last set of powers. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted September 8, 2004 Share Posted September 8, 2004 Originally posted by tk102 Nice to see some more custom force powers out there KnightFxr! My bet is that Darth333 is thinking the same thing back to you... Just let Darth333 know before you release it. There are few people more reasonable on this forum. (No offense intended to anyone else ) Link to comment Share on other sites More sharing options...
Darth333 Posted September 8, 2004 Share Posted September 8, 2004 No probelm, I'll add it Nice work Edit: I should be able to release it during the weekend. In the meantime and for your future mods, don't hesitate to use the spells.2da file just as I did with the tach morphing FP. Link to comment Share on other sites More sharing options...
Glamador Posted September 8, 2004 Share Posted September 8, 2004 wow that's great! i get tired of having to make all these mods compatible Link to comment Share on other sites More sharing options...
stingerhs Posted September 8, 2004 Share Posted September 8, 2004 mmm, more force powers... :joy: good job!! :D Link to comment Share on other sites More sharing options...
beancounter Posted September 8, 2004 Share Posted September 8, 2004 A great Mod!. It is always fun to have some new powers. After taking the powers for a spin and looking at the scripts I have to say I am impressed. The powers seem pretty balanced with one exceptions. The Kinrath Morph Grants an extra 3 attacks a round, which is a hefty bonus for a Level 7 force power. It is even better then Master Speed, which is a level 15 power. It just seemed out of place when compared to the other bonuses. To me that is the best morph out of all three spells hands down (if you play as a Guardian). Maybe you should drop it down to 2. I do have one major concern, even though it is not your fault, you need to be aware of it. I have occasionally had a Force Buff not remove itself when the timer runs out. Normall this is solved by recasting the spell and letting the timer run out. But with the way you handle multiple casting this will not work. So I think you need to change your script to remove the previous effects and reapply the new effects. This is also a issue with the the way you handle the Sith Lord/Jedi Master with the shift in alignment.(Even though I have to say that was a pretty cool idea!) Maybe you could change it so that a Light Sided character would switch to a Jedi Master and a Dark sided character would switch to a Sith Lord? This glitch is pretty rare, but it would be a real pain. It is pretty easy script change to make. Just check out how Bioware did it with the function CM_RemoveSpellEffectsGeneral in k_inc_force. Your script would be fine, but this is a issue with the engine itself. Link to comment Share on other sites More sharing options...
Mav Posted September 9, 2004 Share Posted September 9, 2004 awesome stuff, it makes me wonder where Darth Khasei is and if he has any new Force Powers in the works. Link to comment Share on other sites More sharing options...
KnightFxr2001 Posted September 9, 2004 Author Share Posted September 9, 2004 Thanks for the heads up beancounter, on both issues. The kinrath deal was actually something I just forgot to change. Originally, I was planning on making this just a single power, instead of progressive, and that error was a reminant of that. As far as the engine issue, which include are you referring to? I'm not aware of any k_inc_script file. Do you mean the nwscript? I wasn't able to find the CM_RemoveSpellEffectsGeneral there... I'm also not sure I completely follow the problem. The effects run out but the ability and stat increases still remain? If this is the case, would simply running this: DelayCommand(20.0, RemoveEffect(oTarget, eLink1)); (and so on) along with the delayed ending visual work? Also, to everyone who has tested my mod so far: I added the Jedi Lord and Sith Lord morphs (and alignment changes) to add soemthing extra to think about when leveling up force powers. Do people prefer this, or would everyone rather keep alignment tweaks to a minimum? I'm curious to know what people think. After all, you're all the ones downloading this. I'd like it if you all had some say... Let me know! Link to comment Share on other sites More sharing options...
beancounter Posted September 9, 2004 Share Posted September 9, 2004 The script I was referring to was k_inc_force. Sorry about that, I was a little tired last night. Look at the power Force Armor in that script. In order to use it you will need to copy the function Prototype and the function into your script. Very easy to do. The problem is sometimes a buff script will not terminate with the timer. You will keep all the icons, visual effects and bonuses permanetly. I am not sure what causes it to happen and it does not happen very frequently. It usually occurs if you start a conversation with a force buff on or transition to a new area. Your delay command might fix it, I do not know to be honest with you. I always corrected it by recasting the spell, which removes the effects and resets the timer. For the alignment shift, I am more in favor of not doing it. Mainly because if I am a Light Sided Jedi most of my powers are light sided and if I morph into a Dark Jedi all my powers just became really expensive to cast. Just my 2 cents. Link to comment Share on other sites More sharing options...
Darth333 Posted September 9, 2004 Share Posted September 9, 2004 Originally posted by KnightFxr Also, to everyone who has tested my mod so far: I added the Jedi Lord and Sith Lord morphs (and alignment changes) to add soemthing extra to think about when leveling up force powers. Do people prefer this, or would everyone rather keep alignment tweaks to a minimum? I'm curious to know what people think. After all, you're all the ones downloading this. I'd like it if you all had some say... Let me know! I would keep it to a minimum ortherwise, the problem is that force powers become very expensive. I guess players normally select their force powers in line with their LS or DS orientation, at least I do unless I decide to cheat with KSE and get all the FPs Concerning the timer problem, another moment where it happens is when the player equips an armor and has previously casted a power with armor restriction such as speed. Link to comment Share on other sites More sharing options...
KnightFxr2001 Posted September 9, 2004 Author Share Posted September 9, 2004 Interesting. I was aware of the glitch where the power sticks when you leave the current area, but not about the armor. I'll play around with working this out when I have a bit more time. Thanks guys! Link to comment Share on other sites More sharing options...
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