[ian-reeds-games] Re: critical hit questions

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 27 Nov 2015 19:02:00 -0700

No problem!

On 11/27/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:

Ah, yes, that helps me a huge amount, thanks!
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, November 27, 2015 8:25 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: critical hit questions

10 and not 15, yes.
The damage type that critical hits use is currently set to be whatever
your map pack's default damage type is.

Not quite sure what you're asking here.
If you want to decrease the chances of that unit taking a critical
hit, you don't use a minus sign. If you want to increase their chances
of receiving critical hits, then use the minus sign.

Hope this helps!

On 11/27/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:

Hopefully someone can clue me in.

When critical hit inflict and restore is used. It says that it replaces
the
inflict in the regular flag portion of the file? So if something does 5
damage normally, if the crit is set for 10 damage, then on a crit the
damage
should be 10 and not 15, is this correct
That being the case, then does that mean the damage type of the original
inflict is transferred to the crit inflict number?

Another question is this.
The critical hit defense chance mod for items. If I want this to
subtract
from an attackers crit using weapon, do I simply use the regular number
or
do I need a minus sign before the modifier?

I want to put this script flags on armor with a beneficial effect for the
wearer.

Thanks for any help on this.

al
"The truth will make you free"
Jesus Christ of Nazareth 33AD




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-Mew
__________
http://www.savethefrogs.com/

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Or by visiting the list page at //www.freelists.org/list/ian-reeds-games

Download the latest dev version of Tactical Battle here:
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