Item Property Decrease AC broken?
#1
Posté 13 septembre 2010 - 12:47
I know I can use functions to decrease the AC of the creature itself, but I want to attach the decreased AC to the item itself.
Alternatively, has anyone found a way to retrieve the total of a specific type of AC (shield, armor, natural, deflection, dodge) from a creature?
#2
Posté 14 septembre 2010 - 03:41
To find the specific types of AC, you'd probably have to check the creature and all it's inventory for any AC changing effects, then query each such effect to get the AC and type. (Probably by using some GetEffectInteger calls.) It should be a do-able, but it would take a bit of work.
Modifié par rjshae, 14 septembre 2010 - 04:03 .
#3
Posté 14 septembre 2010 - 05:09
rjshae wrote...
I tested it last night by creating an item (ring) with a decrease AC property. It did show up as an AC decrease in the character's property screen when I equipped the item on the PC.
Did you actually see the character's AC decrease, on the inventory or character sheet? I found that the property was listed (at least on the item itself) but that the AC did not decrease and verified this through the combat log. If you found otherwise, maybe I need to rethink my test conditions.
To find the specific types of AC, you'd probably have to check the creature and all it's inventory for any AC changing effects, then query each such effect to get the AC and type. (Probably by using some GetEffectInteger calls.) It should be a do-able, but it would take a bit of work.
Can you believe that I never knew about GetEffectInteger???
int GetEffectInteger( effect eTest, int nIdx );Anyone know what the int parameter is for? Also, is GetItemPropertyParam1 and GetItemPropertyParam1Value also for getting the amplitude of a certain itemprop? I was eying that one before but hadn't tested it out.
#4
Posté 14 septembre 2010 - 05:46
The nIdx lets you get the 1st, 2nd, 3rd integer, some effects have multiple like damage reduction, one is type, one is amount.
#5
Posté 14 septembre 2010 - 08:13
MasterChanger wrote...
rjshae wrote...
I tested it last night by creating an item (ring) with a decrease AC property. It did show up as an AC decrease in the character's property screen when I equipped the item on the PC.
Did you actually see the character's AC decrease, on the inventory or character sheet? I found that the property was listed (at least on the item itself) but that the AC did not decrease and verified this through the combat log. If you found otherwise, maybe I need to rethink my test conditions.
I just verified that the AC decreased on the character sheet, and then was restored when the item was unequipped. I didn't try the PC in combat to see if the effect was properly applied.
As for the GetEffectInteger call, the int argument tells it what effect parameter to return. This varies by effect, but usually I find that if integer values were passed to create the effect, then GetEffectInteger returns them in order (for int argument 0, 1, ...). You have to experiment a little to know for sure. I think in the case of a movement increase, if you pass in a percentage increase, the GetEffectInteger returns 100 + that percent. &c.
Modifié par rjshae, 14 septembre 2010 - 08:18 .
#6
Posté 14 septembre 2010 - 09:15
I was testing some conditions, as is my wont, with dm_god turned on. Apparently it doesn't apply any negative effects or itemprops to your character. Who knew? *coughs* Apparently, not I.
#7
Posté 15 septembre 2010 - 02:30
#8
Posté 15 septembre 2010 - 08:46
Ah sorry, never mind. I missed your earlier post.
Modifié par rjshae, 15 septembre 2010 - 08:48 .





Retour en haut







