Race that excludes Dexterity from AC calculation
Hi all.
I'm trying to set up the Tortle race and I'm having some difficulty with regards to AC calculation. A Tortle has a natural AC of 17, can't wear armor (but can use shields), and gains no AC bonus from Dexterity. I found the following script in another race's natural armor: Code:
if (hero.tagis[Hero.EquipArmor] = 0) then Unfortunately, it also increases AC by the character's Dexterity modifier. So my two questions are: 1. Is there a way for me to exclude the Dexterity modifier from AC? 2. Is there a way to explicitely prevent the character from equipping armor? Thanks much! |
Update:
I added the following line to the scriptand chnged it's phase from Post-Attributes to Attributes, and it seems to work: Code:
hero.herofield[tMaxDex].value = 0 to the script This feels a little ham-handed and I'm wondering if there is a more elegant way to handle this. |
What we did for the community tortle (which will come out next update) was to catch the DEX modifier and subtract it when unarmored, if armored, we set any worn armor bonuses to 0. This leaves shields and magic bracers/rings alone as is indicated by the tortle. It's not beautiful, but it works. It also allows a tortle to wear armor of resistance and get the resistance granted, but not the AC.
Post-attributes/5000 Code:
~ If we're not shown, just get out now |
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Interesting. That didn't work for me. I set it to the Post-Attributes phase with a timing of 5000 as indicated, and it left the character's AC at 10. If I wasn't cramming to get several characters set up in Hero Lab for my game this evening, I would tinker with it more. |
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Final/1000 Code:
doneif (tagis[Helper.Disable] <> 0) |
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