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Sendric
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Join Date: Jul 2010
Posts: 3,147

Old September 17th, 2016, 08:13 AM
Quote:
Originally Posted by pfloyd View Post
I'm working to create two magic items, each based off of existing items. What I'm not sure on is the syntax I would need to use for both.

The first is easy. it's a Runestone of Protection, which gives a +1 Unnamed bonus to AC (normal, touch and flat-flooted) and to all saves. Sort of like a +1 Ring of Protection and a +1 Amulet of Natural Armor combined.
What I was thinking of was this:

Would this be correct?
As Dami pointed out, your script is attempting to add two different AC bonuses. Based on your description, what you want is an untyped bonus that applies in all situations. You can do that with the "Bonus" field like this:

Code:
hero.child[ArmorClass].field[Bonus].value += 1

Quote:
Second one is a bit tougher. It's an artifact based on the Monk's Belt, but with a few additions:
1. At 9th level, it provides Dodge as a bonus feat. If the wearer already has Dodge, then it provides an additional Dodge action versus a second opponent, with the action as an interrupt.
2. +1 to hit/damage in melee
I'm sure the GM will also throw in more features as my Monk reaches higher levels.
First, the code on the monk's belt is old, and though it still works, you can shorten it by removing the result variable and replacing it with the perform function, as such:

Now, the Monk's Belt already has this as the code:
Code:
         perform hero.child[wUnarmed].assign[Helper.DamageUp]
         perform hero.child[wUnarmed].assign[Helper.DamageUp]
         perform hero.child[wUnarmed].assign[Helper.DamageUp]
Quote:
Now it's trying to figure out the syntax for the additional abilities mentioned above.

I've tried doing this before, a couple of years ago with just toying around, but never got anywhere successful.


Oh, and as a bonus, he has bracers that give +1 Strength and AC, enhancement bonuses. Fun, huh?

Thanks in advance for any assistance.
The second is easier, but you would need a foreach loop because we currently do not have a damage melee field in d20. I believe that's on Shadow's to-do list to add some day, but in the meantime, you can use the following:

Code:
foreach pick in hero from BaseWep where "wCategory.Melee"
  eachpick.field[Bonus].value += 1
nexteach
The second one is slightly trickier, but you would bootstrap the Dodge feat with the condition:

Code:
Classes.Monk>=9
That's assuming "level 9" as a requirement means 9 levels of monk and not 9 character levels.

I'll have to look into what it would take to check to see if the character already has Dodge before adding the Dodge feat, but once we get that figured out you can then use another bootstrap to add a special that indicates the ability to take another Dodge action.
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