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armor restrictions of force powers

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 shangoman
06-03-2004, 5:31 AM
#1
Is there a way to selectively remove this armor restriction from certain force powers? i.e. force immunity.
 Darth Khasei
06-03-2004, 5:52 AM
#2
Yes, you just need to adjust the spells.2da file. There is a colum that you can check to remove this restriction.
 buhallin
06-03-2004, 5:53 AM
#3
yes there is.

spells.2da armorrestriction colum is a hex number something like this

&h00020 or so make the 20 into 00 (dobule zero) and the restriction is away.


or download kittys spells.2da the link is one of T7's stickys ;)
 shangoman
06-03-2004, 8:13 PM
#4
Big thx. I was kind of thinking something like that, cause thats what BW did with BG series, but near infinity could not read the files properly, I guess I'll install IE on system so I can install KT. Thx again.:fett:

tk102 posted this with some added info. (I swear, :0 , I did a search before I posted my question. I guess I should stay up until 5 am playing SWKotor when I gotta be up at 6:30 am to get ready for work.):
This appears to be controlled by the forbiditemmask column in spells.2da. From my experiments, this mask affects Armor_Class_4 through Armor_Class_9 (as referenced in baseitems.2da). The bits in the mask each correspond to Armor_Class_4 through Armor_Class_9.

Normally force powers that are restricted by armor have a mask of 0x003f. That is 111111 -- so all items that have Armor_Class_X as their baseitem will be restricted. If you wanted only to restrict Armor_Class_7 8 and 9 from using a certain force power, you would change its forbiditembask entry to 0x0038 (111000). If you only wanted to allow Armor_Class_6 to be able to use the force power, you'd set the mask to 0x003B (111011).
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