Fred Tetra Posted March 17, 2005 Share Posted March 17, 2005 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 Link to comment Share on other sites More sharing options...
Drazin Posted March 17, 2005 Share Posted March 17, 2005 I have only played k1 twice, but did not notice that ability with Jolee either time. Wish I could be of more help. Link to comment Share on other sites More sharing options...
RebelScum! Posted March 17, 2005 Share Posted March 17, 2005 I didnt know the old gezer had a special ability..sorry, wish I could be more help Link to comment Share on other sites More sharing options...
stingerhs Posted March 17, 2005 Share Posted March 17, 2005 sounds like it was cut to me. i've played through kotorI countless times and never encountered it. Link to comment Share on other sites More sharing options...
Darth333 Posted March 17, 2005 Share Posted March 17, 2005 I haven't seen it used in the game but I could be wrong Link to comment Share on other sites More sharing options...
Achilles Posted March 18, 2005 Share Posted March 18, 2005 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. Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 18, 2005 Author Share Posted March 18, 2005 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. Link to comment Share on other sites More sharing options...
Fred Tetra Posted March 18, 2005 Author Share Posted March 18, 2005 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. Link to comment Share on other sites More sharing options...
stoffe Posted March 18, 2005 Share Posted March 18, 2005 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) Link to comment Share on other sites More sharing options...
tk102 Posted March 18, 2005 Share Posted March 18, 2005 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. Link to comment Share on other sites More sharing options...
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