Hello all,
I have beginning to play with Aurora toolset and I have found a problem equipping my creatures. If I add a piece of armor to the standard equipment tab under inventory, and the creature has the required feat, shouldn't AC in statistics tab improve? Because no matter what armor I select, the base AC is always 10.
I need help with this, have been scratching my head all day...Thank you!
A newbie doubt about making monsters...
Débuté par
daedel2010
, févr. 04 2011 09:50
#1
Posté 04 février 2011 - 09:50
#2
Posté 04 février 2011 - 10:19

C: Armor class: The “Armor class” of the creature will determine how well the creature will
resist physical attacks from its opponents. The only statistic that can be modified in this area
is the “Natural AC”. Unfortunately only positive scores can be added to this property and
therefore you cannot use it to reduce a creature’s AC.
WARNING: The statistic appearing in the creature property does not take into consideration
the armor or magical items currently worn by the creature. Therefore, before considering
raising the natural AC of the creature you have to determine if the armor worn by the
creature is a sufficient defence.
The Above Pic and quote was from.
The Guide to Building Volume I – The Aurora Toolset Manual
#3
Posté 08 février 2011 - 09:16
Thank you! I have downloaded that file now, much appreciated!
#4
Posté 08 février 2011 - 09:39
Now this leads me to another question...is there a quick way of knowing the total AC of a creature once you equip it?
#5
Posté 08 février 2011 - 04:06
I dont know of one. Either calculate it out in your head Or start the game and log on as a DM, Are the first two way that come to my mind.
#6
Posté 09 février 2011 - 12:35
Add this into their onspawn or onheartbeat, you can remove it or comment it out later.
{
int iAC = GetAC(OBJECT_SELF);
string sAC = IntToString(iAC);
SpeakString ("AC is" + sAC, TALKVOLUME_TALK);
}
//or another way
{
int iAC = GetAC(OBJECT_SELF);
string sAC = IntToString(iAC);
string sName = GetName(OBJECT_SELF);
SendMessageToAllDMs("AC is" + sAC +sName);
}
{
int iAC = GetAC(OBJECT_SELF);
string sAC = IntToString(iAC);
SpeakString ("AC is" + sAC, TALKVOLUME_TALK);
}
//or another way
{
int iAC = GetAC(OBJECT_SELF);
string sAC = IntToString(iAC);
string sName = GetName(OBJECT_SELF);
SendMessageToAllDMs("AC is" + sAC +sName);
}
#7
Posté 14 février 2011 - 05:25
I usually just pay close attention to how I armor my creature. The best thing I can recommend is finding a D&D 3.0 Player's Handbook, as that lists the items. Trust me when I say having the core rule books that the game is based off infront of me does WONDERS for ease of building.
I just created encounter spawns for my module and another trick that I did to pay attention to the overall balance is keep the following in mind, which is a guide I use in tabletop games for what players should have in terms of weapon and armor power:
lvl 5 ... +1 items
lvl 10... +2 items
lvl 15... +3 items
lvl 20... +4 items
This is for being fully decked out in gear of that power. So if you want to make something balanced and fun for level 5s, for example, keep in mind that an average level 5 will have +1 armor and a +1 weapon of the type they can use.
I just created encounter spawns for my module and another trick that I did to pay attention to the overall balance is keep the following in mind, which is a guide I use in tabletop games for what players should have in terms of weapon and armor power:
lvl 5 ... +1 items
lvl 10... +2 items
lvl 15... +3 items
lvl 20... +4 items
This is for being fully decked out in gear of that power. So if you want to make something balanced and fun for level 5s, for example, keep in mind that an average level 5 will have +1 armor and a +1 weapon of the type they can use.





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