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Character/Creature Special Abilities - used in KotOR I?


Fred Tetra

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Posted

I am in the process of fixing some of the features in the Character/Creature editor that I was not happy with the initial implementation of.

 

One thing I noticed while working on it is that I never stored the selected Special Abilities (Psychic Static, Sonic Howl, etc.) back to the file when it was saved. Even more surprising is that no one has ever complained about it (!), to the best of my knowledge. (At least not that I can remember!)

 

Does anyone know if these Special Abilities actually work or were used in the original KotOR?

 

An example description for Psychic Static is:

Unique Ability: Jolee

 

Psychic Static is an activated ability. It lasts for 6 seconds per level. For its duration, all enemies in the area of effect (8-meter radius around Jolee) come under a confusion effect. There is a 20% chance that the creature acts normally, a 40% chance that the creature attacks its nearest ally and a 40% chance that the creature does nothing

Posted

Special Abilities were not used in KotOR. Good to see that OE took the challenge and completed the Wookie Feats, Fighting Stances, etc that BW unfortunately had to abandon.

Posted

OK, I haven't gotten that far in the game where I'd see these in action in the second game, (people keep wanting Kotor Tool bogs fixed!:), but I'll see about getting it working.

Posted

After some further research, it appears that the Forms are just spells (like force powers) that have a usertype of 6. When I added that condition to the code that populates the check list box for Force Powers, I no longer get errors for creature files that use the higher index numbers, like g_dark_mas01f.utc.

 

I think I'll also be removing the Special Abilities tab from the Creature editor, since it isn't used in the game after all.

Posted

Some creatures, such as the Storm Beasts and Terentatek, have special abilities for their special attacks. Though they never show up in that list if you open the creature in KotorTool.

 

Check the "SpecAbilityList" category for such creature templates in a GFF Editor. Their Howl attacks, slam attacks and such are listed there.

 

(Example: c_stormbeast002.utc in 901MAL_s.rim)

Posted
Originally posted by Fred Tetra

After some further research, it appears that the Forms are just spells (like force powers) that have a usertype of 6. When I added that condition to the code that populates the check list box for Force Powers, I no longer get errors for creature files that use the higher index numbers, like g_dark_mas01f.utc.

 

Interesting. In KSE, I've been treating them like normal powers (usertype of 3). I haven't heard of anyone complaining that adding a new Form via KSE has not been able to get it to work, but I should take this observation into account and behave like the game as much as possible.

 

Thanks for pointing this out, Fred.

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