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Lightsaber Forms

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 Star Admiral
11-13-2008, 8:47 PM
#1
What script controls the bonuses that the lightsaber forms in TSL grant the player? I've looked into the spells.2da file, but I can't seem to find them, as they don't have an entry in the impactscript column. Can they even be changed at all, or is it something hardcoded into the game, like feats?

Thanks in advance!

- Star Admiral
 deathdisco
11-14-2008, 11:43 PM
#2
Yeah, they're hard-coded.
 Star Admiral
11-15-2008, 12:02 PM
#3
I was kind of expecting that. Thanks anyway.

Out of curiosity, I've been looking through the scripting tutorials for making new force powers, and it occurred to me that it might be possible to add the saber forms to K1 by scripting them as a buff power that does not expire. Take Form I, for example. When activated, it would grant the player the required bonuses, and cost no force points to use. It will never expire unless the player either deactivates it by casting the spell again or casts the spell for a different form. Will it work? If it does, I think it'll be my next project.

- Star Admiral
 DarthParametric
11-15-2008, 12:43 PM
#4
There's the mod for K1 that provides them via armbands - http://knightsoftheoldrepublic.filefront.com/file/Lightsaber_Forms_for_K1;87320)
 Star Admiral
11-15-2008, 4:38 PM
#5
Yes, I've seen that particular mod and used it. I was just wondering if it were possible to create it as a spell. Call me lazy, but I sometimes dislike having to constantly switch armbands. I'll give it a roll and if I succeed, I'll post my results.

- Star Admiral
 deathdisco
11-17-2008, 12:17 AM
#6
I was kind of expecting that. Thanks anyway.

Out of curiosity, I've been looking through the scripting tutorials for making new force powers, and it occurred to me that it might be possible to add the saber forms to K1 by scripting them as a buff power that does not expire. Take Form I, for example. When activated, it would grant the player the required bonuses, and cost no force points to use. It will never expire unless the player either deactivates it by casting the spell again or casts the spell for a different form. Will it work? If it does, I think it'll be my next project.

- Star Admiral

I thought about that for my mod but my scripting skills are rudimentary at best. Still it should be possible.
The only drawback is you can not grant spells/feats via scipts in K1. You would have to make them available at level up for the player to choose or automatically grant them at certain levels.
Good luck.
 Star Admiral
12-04-2008, 7:00 PM
#7
Alrighty, after a long session of reviewing descriptions of each form on their strengths and weaknesses, as well as a through overview of nwscript.nss, I believe that I'm ready to start work on this mod. First, though, I'll like to get some feedback on the balance of the forms.

Form I, Determination
+2 Attack
+2 Defense
-4 Defense v.s. Current Target (Net -2 Defense v.s. Current Target)
-2 Deflection (Net +0 Deflection)

Form II, Contention
+4 Attack
+4 Will Save
-8 Deflection (Net -4 Deflection)

Form III, Resilience
-4 Attack
+4 Defense
+8 Deflection (Net +4 Deflection)

Form IV, Aggression
+4 Attack
+4 Defense
+1 Attack Round
-4 Deflection (Net +0 Deflection)
No Force Regeneration

Form V, Perserverence
+4 Attack
-4 Defense
+0 Deflection (Net +4 Deflection)

Form VI, Moderation
+2 Attack
+2 Will Save
+0 Deflection (Net +2 Deflection)

Form VII, Ferocity
+4 Attack
-4 Will Save
+2 Attack Rounds
-4 Deflection (Net +0 Deflection)

I may decide to add Force forms, but I doubt it. In addition, I might add variants of these forms for two-weapon or single-weapon fighting, as well as two levels for each form. One with the above listings, and an advanced form which will reduce the penalties for each form slightly.

So, any suggestions? Unbalanced forms? Feedback would be nice.

- Star Admiral
 Darth_Yuthura
12-09-2008, 7:45 PM
#8
I really like this new set of forms. The original were simply not significant enough to really notice. I'm all for this set of stats.
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