R2-X2 33 Posted November 19, 2018 View File Repeating blaster attacks restoration Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging. Submitter R2-X2 Submitted 11/20/2018 Category Mods K1R Compatible Yes 2 1 Quote Share this post Link to post Share on other sites
BK2-Modder 16 Posted November 20, 2018 Sweet! Finally gives some purpose to the repeaters and will make gunslinger builds more interesting. 1 Quote Share this post Link to post Share on other sites
R2-X2 33 Posted November 20, 2018 Not only that, it also affects enemies, so those with repeaters will pack quite an additional punch! It sounds weird but I was pretty glad to see all those additional red numbers over my party when running circles around heavy sith troopers for testing. 3 Quote Share this post Link to post Share on other sites
Salk 373 Posted November 20, 2018 Good job on this, R2-X2! Too bad about the hard-coded limitations but this is already quite the improvement! 1 Quote Share this post Link to post Share on other sites
RavinNightBeast 2 Posted May 31, 2020 Would it be possible to add an option for Light Repeaters to Have +1 extra attack & for Heavy Repeaters to add +2 extra attacks? Quote Share this post Link to post Share on other sites