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Fixing Force Powers.


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I noticed that the Force Powers:

Burst of Speed, Knight Speed, Master Speed, Force Aura, Force Shield, Force Armour and Fury are broken.

The Burst of Speed, Knight Speed, Master Speed, Force Aura, Force Shield and Force Armour dont give the defence bonus and the Fury power does not give the extra attack(s)

Is it possible to fix these powers?

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I noticed that the Force Powers:

Burst of Speed, Knight Speed, Master Speed, Force Aura, Force Shield, Force Armour and Fury are broken.

The Burst of Speed, Knight Speed, Master Speed, Force Aura, Force Shield and Force Armour dont give the defence bonus and the Fury power does not give the extra attack(s)

Is it possible to fix these powers?

 

Yes. You need to change the type of armor bonus these powers grant. The armor class bonus of the Dodge variety is capped at a certain value (I think it's 8 or 12 but I can't remember exactly), and this is the type of armor bonus that all items and force powers grant. If you go above the cap, the additional dodge bonus modifiers will be ignored.

 

Be careful what type of armor bonus you use however, the Dodge bonus is the only kind that stack with other bonuses of the same type. If, for example, you cast one power that grants a +4 Natural AC bonus and then one that grants a +2 Natural AC bonus the total bonus received will be +4, not +6, and you'll get an annoying warning informing you of the fact in the Feedback log.

 

To fix it here, I used the Deflection Bonus and Shield Enchantment Bonus for two custom Force Powers (Omniscience and Energize in a force power mod I made), changed the Speed series to grant Natural AC bonus. I've left the Armor series of powers and the Item Armor bonus to use the Dodge bonus. Unless I go over the top with Defense-granting items that's usually enough not to bump into the dodge bonus stacking cap.

 

The values/constants for the different types of Armor/Defense bonus you can specify for the EffectACIncrease() function and in the baseitems.2da file is:

 

0 = Dodge bonus, the default, stacking one... (AC_DODGE_BONUS)

1 = Natural bonus, can be set in creature templates too... (AC_NATURAL_BONUS)

2 = Armor Enchantment bonus (AC_ARMOUR_ENCHANTMENT_BONUS)

3 = Shield Enchantment bonus (AC_SHIELD_ENCHANTMENT_BONUS)

4 = Deflection bonus (AC_DEFLECTION_BONUS)

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So, I should use the 0 = Dodge bonus, the default, stacking one... (AC_DODGE_BONUS) right?

And I should add that to the beggining of the Force Power?

I looked at the k_inc_force.nss and I have no idea where to put the Defense line in the Force Powers :(

 

All the force powers already use the Dodge Bonus by default, that's the cause of the problem with them. Since so many things give a Dodge Bonus to defense, you'll easily run into the +8 (or +12) bonus cap with all those effects stacking.

 

Change the defense bonus used for the Speed series to use Natural Bonus to defense instead. To do this, change where it says...

EffectACIncrease(2)

...to...

EffectACIncrease(2, AC_NATURAL_BONUS)

...and so on, in the code for the Burst of Speed, Knight Speed and Master Speed scripts.

 

Or, if you don't mind the handful of other changes I have made, you can download my modified force power impact script here, which has the Defense issue fixed for those powers.

 

As for the Fury bonus attacks, the code is already there but commented out. I guess they figured it was unbalancing or something and removed it before release. :)

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A quick question, in the Force Aura, Force Shield and Force Armour the bonus are like this: EffectACIncrease(6, AC_DODGE_BONUS)

I'll change to: EffectACIncrease(6, AC_NATURAL_BONUS)

Right?

 

That's correct. Don't forget to change Force Enlightenment too, to work the same way as the individual force powers it combines.

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Well I was looking for something else but as I just see this...

 

The thing with the armor class is one of the ugliest thinks I have seen so far in D20. It is no fix cap but it depends on the type and AC value of your body-slot armor.

 

Was a bit ago that I tested this but it was something like this

 

The cap combines every AC bonus from items not in the body slot - in masks, bracers, belt and especially in the weapons. It also adds the armor and speed powers.

*checks that* Somehow the armor bonus from robes seems to be included here, too, but not always. *check*

The Wisdom bonus through battle precognition is not included here, that is add to the dexterity bonus.

 

Then, the value of this cap depends on the type of armor you are wearing in your body slot. When wearing nothing or robes, the cap is at +10.

The heavier the armor is, the higher is this cap, too. The type of armor (light, medium, heavy) has the greatest influence but the value is somehow important, too.

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When wearing nothing or robes, the cap is at +10.

The heavier the armor is, the higher is this cap, too. The type of armor (light, medium, heavy) has the greatest influence but the value is somehow important, too.

 

The item base Defense, ie what a plain item of that type with no properties at all added to it grant, does not matter in this respect since it is not a Dodge bonus.

 

However all Defense bonuses added to clothes/armor/robes are of the Dodge variety, and as such stacks with the force powers and other items granting +Defense, but is subject to the bonus cap.

 

Since Robes have no base Defense, all defense granted by robes is of the Dodge variety. Thus robe wearers have a higher risk of bumping into the bonus cap than armor users.

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I understand.

And looking at the Speed Powers I think i figured out how to add the attacks to the Fury Power.

Thanks a lot for your help stoffe. If anything happens I'll cry for help here again ;)

Care to put it up somewhere, even if it is just a link here? I'm sure others would be interested in such a thing...
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Also, a last question :o , to "fix" the Fury Force Power I just have to remove the /* and */ before and after the line respectively?

 

Yes, uncomment the nExtraAttacks lines and remove the /**/ comments from the statement that links an attack increase effect if that var is set, and it should work.

 

I would have, but stoffe was faster then me :(:p

 

Post your scripts, I have deleted my post above. I was just trying to be helpful, I didn't mean to "compete" with your work. :)

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The item base Defense, ie what a plain item of that type with no properties at all added to it grant, does not matter in this respect since it is not a Dodge bonus.

 

However all Defense bonuses added to clothes/armor/robes are of the Dodge variety, and as such stacks with the force powers and other items granting +Defense, but is subject to the bonus cap.

 

Since Robes have no base Defense, all defense granted by robes is of the Dodge variety. Thus robe wearers have a higher risk of bumping into the bonus cap than armor users.

 

There are robes with base defence, I think the Orsus Robe was one.

And You can definitly get a higher dodge bonus with bulkier robes (funny, isn't it? ;)

Equip the Jar Shell armor (light, defence 3), cast master armor and speed for +10 and then you can also equip a lightsaber +1 defence and get this point. Then I tryed an armor with defence 5 (also base defence 5), and I was able to benefit from 12 points. With medium and heavy armors, I came to 13 (sadly I had no more defence+ items in the save I tryed this, but I remember that the cap was really high with the heaviest of all armor).

This does not change anything about the fact, that a defence-maxed character is still best off with robes because you can get insane dex- and wismodifiers in the game.

 

 

Oh and about fury: Yes, this was the first think, I did with the kotor tool, too. :D

But wasn't that fixed in the 1.02b patch?

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There are robes with base defence, I think the Orsus Robe was one.

 

No, none of the robe base items offer any base defense. I just checked in baseitems.2da. All defense offered by Robes come from item properties, which is of the Dodge bonus type.

 

The baseac column in baseitems.2da determine how much base Defense that type of item offers. This is set to 0 for all the Robe base items.

 

The ac_enchant column determines what type of armor bonus item properties on this type of item would give. This is set to 0 (Dodge) for all items in KotOR/TSL.

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Grumel, Umpf, Grrr, you are right. Just tryed again and I can't reproduce it. The robes I thought to have base prodection were some with attibut boni, i think. But about the thing I thought to see with the armors ... I really don't know. :)

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