Author Topic: A newbie doubt about making monsters...  (Read 801 times)

Legacy_daedel2010

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A newbie doubt about making monsters...
« on: February 04, 2011, 09:50:28 pm »


               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!
               
               

               
            

Legacy_Lightfoot8

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A newbie doubt about making monsters...
« Reply #1 on: February 04, 2011, 10:19:21 pm »


               'Image


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

               
               

               
            

Legacy_daedel2010

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A newbie doubt about making monsters...
« Reply #2 on: February 08, 2011, 09:16:08 am »


               Thank you! I have downloaded that file now, much appreciated!
               
               

               
            

Legacy_daedel2010

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A newbie doubt about making monsters...
« Reply #3 on: February 08, 2011, 09:39:29 am »


               Now this leads me to another question...is there a quick way of knowing the total AC of a creature once you equip it?
               
               

               
            

Legacy_Lightfoot8

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A newbie doubt about making monsters...
« Reply #4 on: February 08, 2011, 04:06:41 pm »


               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.
               
               

               
            

Legacy_ffbj

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A newbie doubt about making monsters...
« Reply #5 on: February 09, 2011, 12:35:13 am »


               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);
}
               
               

               
            

Legacy_neonscale

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A newbie doubt about making monsters...
« Reply #6 on: February 14, 2011, 05:25:32 pm »


               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.