HAM attempts to add some extra ill effects to critical hits. This is a minor gameplay modification.
History
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Jagged Alliance 2 allows making critical hits to different bodyparts. When a critical hit occurs, damage is significantly increased, and the character may lose permanent Attribute points related to the bodypart that was impacted.
In addition, while leg-shots in general cause very little damage compared to torso- or head-shots, a critical leg-shot causes the character to fall down.
HAM 3 - Critical Headshots cause Blindness
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Although HAM is mostly geared towards reducing the usefulness of headshots, one cannot ignore the fact that a critical hit on the head should be a very dangerous thing indeed.
With HAM, critical headshots can be configured to cause temporary blindness, caused by disorientation and/or blood streaming into the eyes.
HAM allows you to decide how often this temporary blindness occurs, using one primary INI-setting. One in every X critical headshots (statistically) will cause temporary blindness, where X is the value of the INI-setting.
The duration of blindness is based on the severity of the hit. Every 10 points of damage caused by the critical headshot will cause 1 turn of blindness.
HAM 3 - Critical Legshots cause AP Loss
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In HAM, critical shots to the legs will now also have a severe side-effect. When a character is knocked down due to being shot in the legs, he/she will also suffer a significant loss of AP's.
This happens every time the character is knocked down by a leg-shot. It is intended for increasing the severity of leg-shots, which are currently a bit useless.
The exact number of APs lost is governed by an APBP Constant. For every 1 point of damage caused by the leg-shot, the character will lose X APs, where X is the value set in APBPConstants.INI. This may sound like a LOT, but remember that legshots cause a significantly reduced amount of damage.
INI Settings:
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Head-shot Blindness and Leg-Shot AP Loss both uses JA2_Options.INI settings.
Leg-Shots also have one APBPConstants.INI setting.
1. JA2_Options.INI Settings:
CHANCE_BLINDED_BY_HEADSHOT
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Effect |
Controls the statistical chance to be blinded by a Critical Head-Shot. | |
Range | 0 - 10 | |
JA2 Default Value | 0 | Headshots do not cause blindness. |
HAM Recommended Value | 2 | One of every 2 head-shots (statistically) will cause temporary blindness. |
Other Values | 1 | Every head-shot causes temporary blindness. |
3 | One of every 3 head-shots (statistically) will cause temporary blindness. | |
Notes | The duration of blindness is dictated by the amount of damage. Every 10 damage points will cause one turn of blindness. There is no INI setting to adjust this. |
CRITICAL_LEGSHOT_CAUSES_AP_LOSS
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Effect |
Controls whether Critical Leg-Shots (knockdowns) cause any additional AP loss. | |
Range | TRUE/FALSE | |
JA2 Default Value | FALSE | Critical Leg-Shots do not cause extra AP loss, except the normal cost of falling down and getting back up again later. |
HAM Recommended Value | TRUE | Every critical Leg-Shot will cause extra AP loss proportional to the damage inflicted. |
Notes | See the APBP Constant below for fine-tuning. |
2. APBPConstants.INI Setting:''
AP_LOSS_PER_LEGSHOT_DAMAGE
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Effect |
Controls the amount of APs lost per one damage point done by the Leg-Shot, when a character is knocked down. | |
Range | 1 - 100 | |
HAM Recommended Value (100AP system) | 4 | Every point of damage done in the Critical Leg-Shot will cause a loss of 4 APs. |
HAM Recommended Value (25AP system) | 1 | Every point of damage done in the Critical Leg-Shot will cause a loss of 1 AP. |
Notes | Please remember that leg-shot damage is usually very low compared to torso or head damage. |