Author Topic: AC penalties as item properties and what follows  (Read 568 times)

Legacy_Grani

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AC penalties as item properties and what follows
« on: August 31, 2015, 06:16:23 pm »


               

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?



               
               

               
            

Legacy_Shadooow

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AC penalties as item properties and what follows
« Reply #1 on: August 31, 2015, 06:55:31 pm »


               

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



               
               

               
            

Legacy_Grani

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AC penalties as item properties and what follows
« Reply #2 on: August 31, 2015, 07:26:21 pm »


               


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.