kata tweak -1 reply

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jedigonebad

I don't spend enough time here

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24th November 2008

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#1 10 years ago

Hi, all, I'm really annoyed at the force requirement for katas in the game and want to turn it off but i don't know what file to change...any suggestions? Thanks a bunch!




NAB622

EAT ME!

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8th October 2005

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#2 10 years ago

You would have to code that into the game. There may be a CVar for it in JAplus, Lugormod OJP or some other mod...but I doubt it.

Katas are really a bad move to use, at least in a multiplayer game...they leave you extremely open to attack. Why would you want more of them? Are you trying to make an uber-kata mod or a video or something?

Or maybe you're trying to start a new kata-roll trend? :lol:




loda

the dude

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18th March 2005

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#3 10 years ago

in JA+ you can do...

- jp_saberNoForceDrain (0, 1 or 2 default 0) :allow/disallow force power drain with sepcial saber attacks 0 : normal like basejka 1 : no force power drain with DFA 2 : no force power drain with DFA and with KATA.

I think in XMOD or redslushie you can customize the exact value.

And if kata's suck so much then wouldn't it be a good thing to remove the force power requirement, making it a better move?




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#4 10 years ago
IodaAnd if kata's suck so much then wouldn't it be a good thing to remove the force power requirement, making it a better move?

Doesn't change the fact that as far as offensive moves go, they suck balls. They leave you completely immobile and open to all attacks from any direction. Pulling a long one off is basically like shoving a lit stick of dynamite down your pants. Sure, it looks impressive, but it's also an act of idiocy rarely topped.




loda

the dude

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18th March 2005

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#5 10 years ago

I never said they were good. I was replying to his comment "Kata's are bad, why would you want more of them".

Removing the force limit does not necessarily mean "more katas" it means less delayed kata's when needed, making the kata more effective as a move. (if only slightly). Which would be a good thing considering kata's are so bad.

For 1o1 fights if you are fighting anyone decent kata's are useless. But for crowded FFA's especially with less skilled people kata's can be a good technique to get kills (ESPECIALLY if you are a bit of a newb yourself)

Also if you are playing with force, the dark rage + kata combo is pretty much an insta kill (literally as soon as you click kata they die). Ofcourse you need a full 100 force, which is another reason someone might want the kata force limit could be removed.

gooood game




~*Seto*~

Trapped in the interchet

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19th October 2007

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#6 10 years ago

Speaking from experience, katas are also a solution to butterfly attacks, have applicable uses in TFFA, and are decent finishers for opponents that use predictable aerial attack patterns :nodding:. In spite of the fact that the ideal circumstances for using one are somewhat uncommon, if you compare the amount of damage they do to that of something like staff butterfly, which demands less in FP, there is some logic behind decreasing the cost of using them. It does indeed require code modification unless you are using a mod that has a preexisting function for it.




minilogoguy18

kitty dances for rep!

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4th September 2004

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#7 10 years ago

i love it when nubs use butterfly and kata in duels, it lines them up to be killed really quick, they never connect. XD




reelo2228

The forums staffers think I'm Cool

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20th November 2008

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#8 9 years ago

so, apart from the force limit thing, is there any other things that can be tweaked with a kata???




loda

the dude

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18th March 2005

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#9 9 years ago

yes, you can change the damage If you are using ja+ MP Dmgs you can set

JP_alterDMG 1

then change the following values from their defaults

- jp_DualKataAttack 50 - jp_StaffKataAttackMin 30 - jp_StaffKataAttackMax 50 - jp_SingleKataAttackMin 30 - jp_SingleKataAttackMax 50