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Removing Critical Hit protection


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#1 T.G.Maestro

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Posted 24 June 2005 - 05:10 AM

The title speaks for itself: how do I remove the protection from Criticals effect from helmets? I guess it is possible, right?
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#2 Idobek

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Posted 24 June 2005 - 05:25 AM

Hardcoded.

#3 Feanor

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Posted 24 June 2005 - 06:25 AM

The title speaks for itself: how do I remove the protection from Criticals effect from helmets? I guess it is possible, right?

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Why do you want to remove the critical hit protection, anyway ? :blink:

#4 -Guest-

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Posted 24 June 2005 - 07:18 AM

At a guess, some "helmet" type things (ioun stones, circlets etc.) shouldn't really protect the head. Currently anything in the "head" slot protects vs. critical hits.

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#5 T.G.Maestro

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Posted 24 June 2005 - 08:35 AM

Hmm, I never noticed that Ioun Stones protect from Criticals too..!
Is that correct? :blink:

Why do you want to remove the critical hit protection, anyway ?

I still have some plans for the Critical Hit effect. ;)
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#6 Echon

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Posted 24 June 2005 - 09:13 AM

Why do you want to remove the critical hit protection, anyway ?  :blink:

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A critical hit does not necessarily hit the head.

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Edited by Echon, 24 June 2005 - 09:14 AM.


#7 T.G.Maestro

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Posted 24 June 2005 - 09:33 AM

A critical hit does not necessarily hit the head

Exactly.

OTOH, I'm still waiting answers for my question above: do Ioun stones protect from Criticals?
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#8 CamDawg

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Posted 24 June 2005 - 10:00 AM

Yes. Anything in the helmet slot protects against criticals. As Idobek already said, it's hardcoded.

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#9 T.G.Maestro

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Posted 24 June 2005 - 11:58 PM

Anything in the helmet slot protects against criticals. As Idobek already said, it's hardcoded.

Sad. First I hoped it has something to do with the "helm" status of an item, but if its the slot that determines the effect, I have to drop my idea. :unsure:
If only there could be a workaround for this - I mean disabling the hardcoded Critical Hit effect on a roll of 20 - the whole Critical system could be made so much more better.
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#10 Idobek

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Posted 25 June 2005 - 12:33 AM

Sad. First I hoped it has something to do with the "helm" status of an item, but if its the slot that determines the effect, I have to drop my idea.

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If the item type is 7 (headgear) then it can be placed in the helmet slot and protects against critical hits. No other item types can be placed in the helmet slot. I'm not sure if this is linked to the slot or the item type. It doesn't really matter, unless you want to apply your new system to creatures only.

#11 igi

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Posted 25 June 2005 - 01:17 AM

I mean disabling the hardcoded Critical Hit effect on a roll of 20 - the whole Critical system could be made so much more better.


You could try "#301 (0x12d) Stat: Critical Hit Modifier [301]" with a -ve value.

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#12 T.G.Maestro

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Posted 25 June 2005 - 08:26 AM

And as I remember, it is impossible to assign a script or any effects to the Critical Hit effect, right?
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#13 Echon

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Posted 25 June 2005 - 10:57 AM

Correct.

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#14 igi

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Posted 25 June 2005 - 01:21 PM

You could set an effect to a 1 in 20. It won't always occur when you roll a critical, but it will occur the same amount of times.
It's about the best you can manage really.

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#15 Galactygon

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Posted 25 June 2005 - 03:10 PM

And as I remember, it is impossible to assign a script or any effects to the Critical Hit effect, right?

Well, not really.

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#16 T.G.Maestro

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Posted 25 June 2005 - 11:39 PM

Well, not really.

You mean I am correct (and it is not possible), or you mean I'm wrong?
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#17 Galactygon

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Posted 26 June 2005 - 08:54 AM

Well, it's possible. :) Although I haven't tried it yet, it should work theoritically.

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#18 T.G.Maestro

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Posted 26 June 2005 - 09:56 AM

Well, it's possible.  Although I haven't tried it yet, it should work theoritically.

Fill me in please - I'm all ears. :)
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#19 Galactygon

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Posted 27 June 2005 - 07:15 AM

I'll list the steps:

1.) You disable the critical hit rolls of the wearer of the weapon.
2.) Using 'apply effect on condition' [272], you cast any spell once per second.
3.) Within that spell, there is a 5% chance there is a critical hit modifier that sets all attack rolls critical hits (like the warrior HLA). The duration of the latter effect should be set to 1, naturally.
4.) Along with the 5% chance of a critical hit always happening, you set an 'apply effect melee weapon' effect (see the assassin poison weapon ability). If the weapon you are modifying is a ranged one, you might as well use the 'apply ranged weapon' effect instead.
5.) The effect that is used by the critical hit spell should cast another spell (note: the target in .EFF files are always set to self, even if it is applied to other creatures).
6.) The spell cast by the effect should contain everything that should happen on a critical hit (stun, death, etc.)

While this method should prove useful for those wishing to "conquer" the critical hit rolls, it does have a shortcoming or two:

1.) Helmets might protect you from the critical hits, but not from any effects associated with the spell. This one could be solved. You may want to create a new secondary type called "CriticalHits". You will have to remodify (or patch via WeiDU) all headgear (including that invisible one worn by almost all creatures in ToB) to protect you against that particular secondary type.
2.) The warrior HLAs that grant you critical hits for every attack roll will not ensure the effects associated with the spell are fired onto the creature.

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#20 the bigg

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Posted 27 June 2005 - 07:23 AM

2.) The warrior HLAs that grant you critical hits for every attack roll will not ensure the effects associated with the spell are fired onto the creature.

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Alter the HLA accordingly ;)

However, these problems are more serious:
1) weapon style: the bonuses from 2* in 2h weapon or 1* in 1h weapon are not sniffable, unless (maybe) by ugly script (and I mean really ugly).
2) items (or spells) which grant bonuses to critics: we have to patch those items too.
Well, this one is doable at least ;)

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