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AC penalties as item properties and what follows


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#1
Grani

Grani
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I wanted to nerf Pale Master's and Tumble AC bonuses by applying armor class penalties when appropriate. But since it doesn't really look nice for PCs to have a permanent effect visible on the top of the screen and since I don't want to depend on NWNX, I thought about using the PC skin for this.

 

The skin item provides a deflection bonus, so I guess the penalty would be deflection as well, though I see I can choose another type. Generally AC bonuses of the same type do not stack, but what about penalties and bonuses? Let's say I have a helmet +5 to AC (deflection), while at the same type a -3 AC penalty on the skin. I see the following two options possible:

 

a) the PC gets a +5 bonus and a -3 penalty, so he gets +2 in total (this would be the desired behavior)

B) the penalty is assumed to be a bonus and is thus treated as such - meaning that a +5 bonus will override the -3 "bonus", resulting in +5 and neglecting the penalty altogether

 

How does it work?



#2
Shadooow

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i stopped reading at "i dont want the effect to be visible in effect list"

 

thats easy to do, check into homebrew functions, there is function from me that allows this


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#3
Grani

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i stopped reading at "i dont want the effect to be visible in effect list"

 

thats easy to do, check into homebrew functions, there is function from me that allows this

 

 

 

//nDurationType - only permanent and temporary, its logical
//may not work properly with linked effect, proper testing is recommended
void ApplyEffectToPCAndHideIcon(int nDurationType, effect eEffect, object oPC, float fDuration=0.0);
void ApplyEffectToPCAndHideIcon(int nDurationType, effect eEffect, object oPC, float fDuration=0.0)
{
ApplyEffectToObject(nDurationType,eEffect,oPC,fDuration);
eEffect = EffectLinkEffects(eEffect,EffectTurnResistanceIncrease(1));
ApplyEffectToObject(nDurationType,eEffect,oPC,fDuration);
RemoveEffect(oPC,eEffect);
}

 

This one, right? Very interesting! I'll definitely give it a shot, thanks a lot.