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K1 "Unarmed" Fighting Styles

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 spyblade
04-19-2008, 4:35 PM
#1
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.
 JD-Rom
04-20-2008, 6:56 AM
#2
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. :)
 spyblade
04-20-2008, 11:19 PM
#3
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

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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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