Powerups are the spherical objects your opponents drop in combat.  Picking up one of these orbs powers your character up - so to speak. There are three kinds of them:
- powerups that restore a certain amount of the PC's chi, health, focus or all three at once
- powerups that grant the character a temporary style:
- bottles for Drunken Master
- chair legs for the Improvised Chairlegs style
- hams for the Improvised Hams style
- powerups that apply temporary effects. The "unblockable" powerup is the only one of this sort in vanilla Jade Empire.
Strangely enough combat styles - or at least the ones that can be bought in stores - are powerups as well. There are no game world models for any of the styles though. Maybe the developers toyed with the idea of having the PC's opponents drop styles in combat, but if they did, they dropped the idea instead.
The Columns of powerups.2daEdit
|name||internal name of the powerup|
|durationtype||see duration types for an explanation; the only value that seems to make sense here is 1 (DURATION_TYPE_TEMPORARY)|
|duration||the life time of the powerup; this is not the life time of the powerup's effects; the duration of powerups like the "unblockable" powerup can be found in the scriptduration column in this table; the duration of temporary styles can be found in stylesuperlist.2da|
|useablebynpc|| possible values:
this is only used for temporary styles
|script||script that gets executed when the powerup is picked up|
|feedbackstrref||unused by the game and untested; you're better off using DisplayFloatyFeedback() instead|
|soundcue||sound that plays when the powerup is picked up|
|guiicon||does nothing; maybe the developers planned for an actual item inventory in the early stages of the game and wanted powerups to show up among the gems and other things...|
|scriptduration||duration of the powerup's effects (if any); used only for powerups that apply effects (see effects.2da ) directly; does not apply to temporary styles (see stylesuperlist.2da instead)|
|scriptvalue|| parameter for the script; this value isn't simply passed to the script as an actual parameter, instead the script has to:
|gravityrange||on higher game difficulties the PC has to pick up all the powerups himself, but on easy difficulty they drift towards the player; this column decides how close the player has to come to a powerup for it to start drifting|
|canusetransformed|| possible values:
|combatonly|| possible value:
- ↑ In chapter one - and only in chapter one - there are a few placeables such as vases that release powerups as well when you destroy them.