Jump to content


Photo

Removing Critical Hit protection


  • Please log in to reply
27 replies to this topic

#21 igi

igi

    IESDP Guardian

  • Administrator
  • 1058 posts

Posted 27 June 2005 - 07:37 AM

I'll list the steps:


Nice.
Have you noticed any adverse affects of casting spells/applying effects every second? While the game is rather old, sections of the engine are not that well written (e.g. the game slows to a crawl when several creature are on-screen at once) - I was wondering if there was a pratical limit to the amount of spells/effects we should have occuring each and every round?

Visit the IESDP


#22 Galactygon

Galactygon

    Modding since 2002

  • Member
  • 938 posts

Posted 27 June 2005 - 09:51 AM

As far as I know, you can have dozens of spell effects being applied each round without much noticable difference (like Seven Eyes in Lost Crossroads). The only part that seems to slow down the game is if you have a graphic playing along with the spell (it really depends on your graphics card and the speed of your computer).

-Galactygon
Posted Image

#23 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 28 June 2005 - 12:16 AM

Thank you for this clarification Galactygon, this might prove most useful for the future - we'll see. :)
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#24 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 29 June 2005 - 03:56 AM

Sorry, but I don't completely understand this part (my english is still far from perfect -_- ):

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.

Does this mean that it is possible to bypass the hardcoded effect of items in the shield slot (the one that protects from Criticals), or does it mean only that it is possible to have additional effects assigned to a Critical Roll that are unaffected by the slot's "protective attributes"?
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#25 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 05 July 2005 - 03:07 AM

Eh, sorry, but my question is still the same (see one post above). :)
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#26 Galactygon

Galactygon

    Modding since 2002

  • Member
  • 938 posts

Posted 07 July 2005 - 11:00 AM

You have my apologies for forgetting about this thread, TGM.

Does this mean that it is possible to bypass the hardcoded effect of items in the shield slot (the one that protects from Criticals), or does it mean only that it is possible to have additional effects assigned to a Critical Roll that are unaffected by the slot's "protective attributes"?


It is not possible to bypass the protection from the extra damage inflicted through a critical roll.

If your character wears a helm when (s)he is hit by a weapon that has modified critical hit effects (as explained above), (s)he will still suffer from the effects that are applied when a critical hit occours.

This can only be solved if you set the secondary type of the spell that is applied on a critical hit to a custom value (let's use 150 for the sake of the example).

In that case, any helms that don't provide immunity to secondary type #150 will protect against the damage inflicted by the critical hit, but not against the effects associated with the critical hit. A helm that protects you from secondary type #150 will protect you from both the extra damage associated with the critical hit AND any spells that might be associated with the critical hit.

By the way, make sure that any spells cast through a critical hit should be cast instantly and automatically (by setting one or both of the parameters to one).

-Galactygon

Edited by Galactygon, 07 July 2005 - 11:02 AM.

Posted Image

#27 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 08 July 2005 - 12:00 AM

OK, once again, thanks for your help Galactygon. :)
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#28 Galactygon

Galactygon

    Modding since 2002

  • Member
  • 938 posts

Posted 25 August 2005 - 01:44 PM

I tested my theory and it worked exactly as I predicted.

When I figure out the part regarding "every hit is a critical hit", I might release a sample item on how it's done.

-Galactygon
Posted Image