Author Topic: 2 hander AC  (Read 1448 times)

Legacy_BCH

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2 hander AC
« Reply #15 on: April 10, 2011, 04:59:56 am »


               Is there a way to make these methods work for NPCs?

I'm assuming that these scripts will go in OnPlayerEquipItem or a tag-based script, and that those don't work for NPCs.
               
               

               
            

Legacy_Shadooow

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2 hander AC
« Reply #16 on: April 10, 2011, 08:26:14 am »


               Only if you would change AC type of weapons to shield and then you would add the armor bonus on weapon in their inventory
               
               

               
            

Legacy_BCH

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« Reply #17 on: April 10, 2011, 09:24:32 am »


               Thanks!

If you were going to do that for NPCs by script, would you put in their OnSpawn event, or somewhere else?
               
               

               
            

Legacy_Shadooow

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« Reply #18 on: April 10, 2011, 09:37:34 am »


               Well I don't know where you are getting those weapons for your creatures.

For example I have a script which makes a random weapon with random boosts in OnSpawn, so the weapon is not present in inventory in time the OnSpawn is fired and I would have to do it in my script or Acquire.

If they are already present in inventory, then you can use OnSpawn.

But this has very little sense if your creature is using one weapon all the time since you could "fake" that bonus via natural armor. Of course if the creature would have ranged weapon + dagger or if she would be disarmable there would be a reason to do it the way you want...
               
               

               
            

Legacy_BCH

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« Reply #19 on: April 10, 2011, 08:20:40 pm »


               Part of the situation that I should have explained is that I also make this want to work for henchmen, who might have their equipment changed regularly by their PC masters.

(I'm running a virtual tabletop game that uses a lot of henchmen.)

I could handle PCs, henchmen, and town guards / monsters in three different ways, but I'd rather keep the scripts as few as possible.

I'm afraid I'll have to use the heartbeat event for NPCs, but people here often have extremely clever ways of doing things that I've never thought of. '<img'>
               
               

               
            

Legacy_Shadooow

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« Reply #20 on: April 10, 2011, 09:04:36 pm »


               I see. Then OnAcquire with conjuction with UnAcquire should work.

If henchman acquire a 2hand weapon then apply a temporary ac bonus on it (which would need to change the weapon ac type do shield or dodge if you want to count it into +20 cap) if this weapon is unacquire remove it.

This way would work also for players.
               
               

               


                     Modifié par ShaDoOoW, 10 avril 2011 - 08:05 .
                     
                  


            

Legacy_HUNTER_of_Wisdom

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« Reply #21 on: May 29, 2012, 03:07:32 pm »


               Hello Gentlemen,
I'd like to make a SCRIPT similar to this, but my I'd like to maybe put in OnPlayerEquipItem, so that when the PC is using the SET full ARMOR001 + HELMT001, he will gain an AC bonus (DODGE) + 2, for example , could someone help me with this?