HAM attempts to add some extra ill effects to critical hits. This is a minor gameplay modification.
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 Edit
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 Edit
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: Edit
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:
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.|
Controls whether Critical Leg-Shots (knockdowns) cause any additional AP loss.
|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:''
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.|