Monks and Kamas
Calgacus
Member Posts: 273
Monks and Kamas - is the Monk's finesse with the Kama hard coded or changeable in a 2da? Or can it be just switched off somehow besides by just removing the kama from the list of monk weapons.
I know I've seen this question answered before but i can't find it anymore - maybe it was back on the old bioware forums.
I know I've seen this question answered before but i can't find it anymore - maybe it was back on the old bioware forums.
Post edited by Calgacus on
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NWNX:EE has a plugin to un-hardcode it, but only applies to server-client environments
On the other hand you can fake the flurry of the kama for other weapons with the script functions that add attacks if that's what you're looking for.
I'd be happy with that.
Or maybe I'd make it look like a kukri and call it a Kopis.
Also I changed the damage type to 1 (piercing) and the req feat from exotic to simple weapons but those changes are not reflected in the examine window either.
PS, upon testing in mod the weapon now delivers damage type physical rather than slashing or piercing though in the toolset the damage type is listed as Piercing.
PS: I tested for the right damage type this time by giving various damage reductions to the bear - and by looking at the combat log I could see that my Pick is infact delivering piercing damage as that damage type was getting reduced by the correct amount.
I just need to include new strings for the info section in my custom.tlk. That took a while for something so small but maybe someone else new to this stuff will get something out of this thread and maybe that bug report will be useful to beamdog.
The BaseItemStatRef column in baseitems.2da is the strref for the string.
So, mystery finally solved.