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K1 "Unarmed" Fighting Styles


spyblade

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I am working on a mod that brings new weapons to K1. These weapons are actually fighting styles.

 

Well, okay, that doesn't make much sense, so here: I liked how the character stands when equipped with a stunbaton, but I don't like how the stunbaton looks, so I used one of the null models to replace it. This looked like punching, so I thought that I would make items out of the invisible stunbatons, and thus the "unarmed" fighting styles were created. These styles are available to Jedi -- it is like the force punch from TSL.

 

Each style varies. I took full advantage of Kotor Tools item editor, and maybe kind of went crazy. Damage is not necessarily the focus of all of the styles, but generally they do comparable with the lightsaber. They are upgradeable with melee weapon parts -- breaks the storyline-thing, but who cares...

 

I have created a Jedi trainer/merchant on Dantooine. The shady rodian on Manaan will train (sell) these in a seperate store interface (unless his dialog file is used by another mod -- please, if anyone knows this tell me.) On Korriban a dark jedi will sell styles, but for a price... On Kashyyk, a wookiee will teach a style. There will probably be other trainers.

 

I will post some screenshots soon. Comments and suggestions are appreciated.

 

Thanks.

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This reminds me of the Monk class in NWN... :p

 

Oh, and just like the Monk, it would be great if, like the stun baton, you had a rather high chance of stun or paralysis as well as a bonus to Dexterity. That could compensate for the low damage. :)

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I've not played nwn, but have heard great things. I thought of Jade Empire some while I was making these.

 

I realized that I didn't leave much info in my first post, so I decided that I would make a more in-depth post. This mod will add two new lines to the baseitems.2da. These styles will only be available to force users, and they will be equipped just like melee weapons.

 

 

STAT SPOILERS----sort of

 

 

Base Stats for "Stunbaton" or "Punch" Fighting Styles:

 

Damage: 2d10 Type: Bludgeoning

Critical Range: 19-20 Damage: x2

Required Feat: Force Sensitive

 

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g_w_punch001

Shen Szu Style

 

Defense Bonus 2

Attack Bonus 5

Awareness +2

 

Durasteel Alloy

Damage Bonus - Bludgeoning 2

Energy Projector

Attack Bonus 2

Damage Bonus - Piercing 1

Vibration Cell

Bonus Feat - Uncanny Dodge 1

 

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g_w_punch002

The Wren Lorsana Style

 

Attack Bonus 5

Bonus Feat - Flurry

Bonus Feat - Improved Flurry

 

Durasteel Alloy

Damage Bonus - Slashing 3

Energy Projector

Damage Bonus - Piercing 1

Attack Bonus 3

Vibration Cell

Bonus Feat - Master Flurry

 

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g_w_punch003

Maro Undhar Style

 

Attack Bonus 3

Enhancement Bonus 1

Damage Bonus - Light Side 1d4

 

Durasteel Alloy

Attack Bonus 1

Energy Projector

Attack Bonus 1

Vibration Cell

Attack Penalty 1

Damage Bonus - Light Side 2

 

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g_w_punch006

Elma Queller's Style

 

Attack Bonus 4

Immunity - Poison

Fortitude +3

 

Durasteel Alloy

Attack Bonus 1

Energy Projector

Attack Bonus 1

Vibration Cell

Damage Bonus - Cold 3

Damage Bonus - Sonic 1

 

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g_w_punch007

Shocking Grasp Style

 

Attack Bonus 3

Damage Bonus - Electrical 3

Damage Bonus - Electrical 1d4

Saving Throws - Cold -1

 

Durasteel Alloy

Attack Bonus 2

Defense Bonus - Armor -1

Energy Projector

Damage Bonus - Electrical 2

On Hit - Stun - DC 14 - 25% for 2 Rounds

Saving Throws - Poison -2

Attack Penalty -1

Vibration Cell

Attack Bonus 2

Will -2

 

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g_w_punch008

Flaming Palm Style

 

Attack Bonus 4

Damage Bonus - Fire 1d6

Defense Bonus - Armor -1

Massive Criticals +3

 

Durasteel Alloy

On Hit - Fear - 50% for 2 rounds

Energy Projector

Attack Bonus +2

Vibration Cell

Keen

 

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g_w_punch009

Thorns of Yafari Technique

 

Attack Bonus 4

On Hit - Attribute Damage - DC 14 - Constitution

On Hit - Attribute Damage - DC 10 - Strength

On Hit - Attribute Damage - DC 10 - Dexterity

 

Durasteel Alloy

No Damage

On Hit - Poison - DC 18 - Average Weakness

Regenerate Force Points 1

Energy Projector

No Damage

On Hit - Poison - DC 10 - Virulent Damage

On Hit - Attribute Damage - DC 10 - Strength

Vibration Cell

No Damage

On Hit - Poison - DC 14 - Mild Weakness

On Hit - Attribute Damage - DC 18 - Wisdom

On Hit - Attribute Damage - DC 18 - Dexterity

Regeneration 2

 

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g_w_punch010

Passive Giant Style

 

Defense Bonus 1

Treat Injury +4

Bonus Feat - Toughness

Massive Criticals - 1d10

 

Durasteel Alloy

Bonus Feat - Master Toughness

Energy Projector

Bonus Feat - Wookiee Toughness

Vibration Cell

Bonus Feat - Improved Toughness

Keen

Reflex -1

 

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I made a couple of styles just for fun, but I might put them in with lessened DCs or just really expensive. Let me know if what you think.

 

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g_w_punch004

Minoori's Hand of Justice

 

Restricted to Light Side

On Hit - Slay Alignment Group - Darkside - DC 18

On Hit - Slay Alignment Group - Neutral - DC 10

 

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g_w_punch005

Tepni Reshner's Touch of Death

 

On Hit - Instant Death - DC 14

Attack -5

 

Durasteel Alloy

Attack +1

Energy Projector

Attack +1

Vibration Cell

Attack +1

 

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I made a couple of two handed styles. These can be used with each other or with a melee weapon/lightsaber in either hand.

 

 

Base Stats:

 

Damage: 1d12 Type: Piercing

Critical Range: 19-20 Damage: x3

Required Feat: Force Sensitive

 

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g_w_jab001

Orixa's First Tradition

 

Attack Bonus 5

Damage Bonus - Bludgeoning 1

Bonus Feat - Two-Weapon Fighting

 

Durasteel Alloy

Bonus Feat - Improved Two-Weapon Fighting

Fortitude -1

Energy Projector

Attack Bonus 2

Vibration Cell

Bonus Feat - Master Two-Weapon Fighting

 

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g_w_jab002

Orixa's Second Tradition

 

No Damage

Attack Bonus 3

On Hit - Slow - DC 18 - 25% for 2 rounds

Regenerate Force Points 2

 

Durasteel Alloy

On Hit - Stun - DC 14 - 25% for 2 rounds

Energy Projector

On Hit - Attribute Damage - DC 14 - Wisdom

Vibration Cell

Attack Bonus 2

 

 

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I also have made one style that is actually an invisible short lightsaber that is non-upgradeable, but it deflects blaster fire. It is non-upgradeable to avoid errors that I think might happen if you equip an invisible item with a sabercrystal, as well as to avoid editing more 2da files.

 

Base Stats: Same as a short lightsaber. Can be used in one hand, with another melee weapon/lightsaber, or with one of the "Jab" styles right above.

 

Damage: 2d6 Type: Energy

Critical Range: 19-20 Damage: x2

Required Feat: Lightsaber Proficiency

 

 

g_w_shortsbr86

Shen Garhi's Personal Style

 

Defense Bonus 1

Blaster Bolt Deflection +4

Attack Bonus 3

Damage Bonus - Bludgeoning - 3

Damage Bonus - Energy - 1d4

Damage Bonus - Piercing - 1

 

--------------------------------------

 

I may make more styles, and I'm always open to suggestions. If you have a style you'd like to see, I'm open to that, too.

 

Questions I have:

 

Price?

I think they should be comparable to lightsabers, but there should be some variation, because some styles are more powerful.

 

Functionality?

Can someone please tell me why when a character equips a lightsaber the character's attack is much better than when they equip a melee weapon? For instance, in my current game -- I am a level 6 Scoudrel/ level 4 Consular. I have a +6 when a melee weapon is equipped, and a +10 with a saber. (My game is modded, but I think there would be a difference in attacking, regardless of the mods.)

 

What does the weaponsize column on the baseitems.2da govern?

 

A pre-thanks for any answers/comments/suggestions you may have.

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