dorn Posted October 20, 2005 Share Posted October 20, 2005 I was just reading through my Kotor 1 hint book the other day when I stumbled across something not listed in the game. In the equipment section it lists certain repeating blasters as having the effect of creating an extra attack every round at the highest attack roll already achieved for that round. Certain heavy repeating blasters also are listed as doing this plus giving another extra attack (for a total of 4 attacks or 6 with master speed) when flurry is used. Looking through the 2da files and the uti files though I can't find any indication of how this is done except for the possbiility of something to do with the weapondischarges.2da file (which I can't find a lot of info on). I'd like to copy the effect elsewhere if it truly exists so if anyone could point out what I'm perhaps missing it'd be helpful. Link to comment Share on other sites More sharing options...
dorn Posted October 20, 2005 Author Share Posted October 20, 2005 Well I've figured out a few things that I thought might be interesting to others. The heavy repeating blaster (g_w_hvrptbltr01) lists this in it's comment box: "Gives an extra attack per round at the highest attack value. When the feat Rapid shot is used, this weapon gives ANOTHER extra attack at the highest attack value. However, all of the attacks have another -2 penalty applied to them." Yet specifically testing it in game revealed that it does in fact not give any bonus attacks at all. Perhaps this was something that got pulled before release but was intended to work originally. Also I fiddled with weapondischarges.2da to test some of this and found out info I think others will find valuable. The row value field lists different types of weapon discharges. There is some logic to it when you examine it more fully. Each weapon type has 4 row values. Three of them are placed in sequential order but the fourth row value (the one for power shot) is placed with all the other power shot row values. For simplicities sake heres what row values I determined: 217 Pistol Regular 218 Pistol Rapid Shot 219 Pistol Sniper Shot 231 DBL Pistol Regular 232 DBL Pistol Rapid Shot 233 DBL Pistol Sniper Shot 239 Rifle Weapons Regular 240 Rifle Weapons Rapid Shot 241 Rifle Weapons Sniper Shot 352 Heavy Weapons Regular Shot 353 Heavy Weapons Rapid Shot 354 Heavy Weapons Sniper Shot 362 Pistol Power Blast 363 DBL Pistol Power Blast 364 Rifle Power blast 365 Hvy Weapons Power Blast (the row values marked 3_xxx are the same as the above but for humanoid droids I believe) I suspect the other row values are for various droids or other non norm npcs. The "droid" column I am unsure of but my guess would be that things with droid marked as 1 are discharges for droid use items like flamethrowers. The "shots" column is litterally how many graphical shots the weapon fires in game. If this shots column is 1 though for instance then no matter how many attacks you SHOULD get you'll still only get 1. The "hits" collumn I believe just says "of the shots fired x of them will LOOK like they hit the target". Now the "switchmask" column is actually for dual wielding pistols. It determines which gun a particular shot will come out of. 101010 would alternate shots between guns. 000111 would do 3 shots on one gun then the last 3 on the other. The "shot1" , "shot2" , "shot3" etc columns are for timing of when the shots actually fire (in milliseconds I think). If you were to set all of them to the same value on a repeating blaster for instance then several shots would fire from the weapon in the same instant. Link to comment Share on other sites More sharing options...
beancounter Posted November 11, 2005 Share Posted November 11, 2005 I made a mod for KOTOR I that adjusted the weapondischarges.2da. You are correct that increasing the shots column will allow you to attack multiple times. Master Power Blast is awsome when you are shooting 4 times a round(Using two pistols and master speed). I think I also made a couple of stims and droid power ups that granted extra attacks. Unfortunately, there is no way to make a weapon that grants extra attacks. If you check nwscript.nss and look at all of the item property defines you will see that there is no mention of an extra attack. Link to comment Share on other sites More sharing options...
coaxmetal Posted November 11, 2005 Share Posted November 11, 2005 I think I also made a couple of stims and droid power ups that granted extra attacks. I'm sure I read a tutorial on this somewhere or read a thread covering this, but out of curiosuty, how exactly did you go about making the stims and droid upgrades which increased the number of shots? A link to a thread or tutorial would be fine, if there is one. I can't seem to get any good search results for it. Link to comment Share on other sites More sharing options...
Darth333 Posted November 11, 2005 Share Posted November 11, 2005 For the stims, droid upgrades and armbands, it works more or less like force powers. You have to edit spells.2da and create your custom script. These tuts can be useful: editing spells.2da: http://lucasforums.com/showthread.php?t=130898 scripting a force power: http://lucasforums.com/showthread.php?t=137498 Link to comment Share on other sites More sharing options...
beancounter Posted November 11, 2005 Share Posted November 11, 2005 If you want to see how I did it you could download the mod - Blaster Balance from pcgamemods. It is for Kotor I, but you could easily modify it for Kotor 2. Just make sure you change weapondischarges.2da. Otherwise, you will not get any extra attacks with a blaster. And it is a lot of fun to have a devasting blaster - especially with HK-47. Link to comment Share on other sites More sharing options...
coaxmetal Posted November 12, 2005 Share Posted November 12, 2005 thanks to Darth333 and beancounter for humoring my inexperience and bad memory and yeah, overloading HK's siginficant destructive abilities is good fun. Link to comment Share on other sites More sharing options...
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