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Item Property Decrease AC broken?


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#1
MasterChanger

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Has anyone gotten ItemPropertyDecreaseAC to actually work? Whenever I use it, the item lists the property correctly but doesn't apply the penalty to the creature. The same thing happens when I just make an item with this property in the toolset itself.

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
rjshae

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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.

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.

B)

Modifié par rjshae, 14 septembre 2010 - 04:03 .


#3
MasterChanger

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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??? :blush: I always thought there should be a way to get the amplitude of a certain effect! The declaration is
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
painofdungeoneternal

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i have get effect integer in my character editor. The integer you get shows you the AC increase or decrease of an effect. ( It varies per effect what value it holds, and there is no way short of testing things to know ahead of time until someone sits down and just tests each and every effect to see what the effect integers mean in each case. )



The nIdx lets you get the 1st, 2nd, 3rd integer, some effects have multiple like damage reduction, one is type, one is amount.

#5
rjshae

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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
MasterChanger

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OK, the GetEffectInt was good to learn, so I didn't just make this thread for nothing. However, I'm going to have to use the sheepish emoticon twice in this thread: :blush:

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
MasterChanger

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OK, so apparently the correct way to retrieve the amplitude of an item prop, at least as far as AC/enhancement, and the like, is GetItemPropertyCostTableValue( the ip in question ). Good to know!

#8
rjshae

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Are you using the GetAC routine to query the creature's AC? Are you using damage-specific AC reductions?

Ah sorry, never mind. I missed your earlier post.

Modifié par rjshae, 15 septembre 2010 - 08:48 .