Set max Dex bonus for armor
Greetings I am adding a bunch of custom armors for my Dark Sun game and they have different max dex allowed. There doesn't seem to be a way to do this in 5e like there was in 3.5. Any suggestions?
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Basically you can treat this like a pre-requisite. Find something that requires a minimum dexterity (or other score) and use that code, changing the math appropriately.
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Still haven't found an example to use for this. If anyone knows a possible example to check out I would appreciate it.
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Looked at the Defensive Duelist feat. In your Expr-reqs, add the reason as something like "Requires Dexterity 15 or lower." For the Pre-requisite expression, do:
Code:
#attrvalue[aDEX] <= 15 |
I was talking about allow +2 or +3 from your dex to be allowed to be added to your ac. Medium armors in 5e seem to default to +2 but for special materials I wanted to allow say +3.
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Ah.
Well, this is going to be both complicated and imperfect. Imperfect because I've never found a way to change the "Max. Dex.: +2" text to say anything else. Complicated because it's got a lot going on. The key here is going to be hero.childfound[ArmorClass].field[tACDexMod].value. Set at a timing of Post-Attributes 3000, this is where Hero Lab stores the hero's AC that it's getting from its DEX. Normally, that's going to max out at 2 with any medium armor. But you should be able to grab the DEX mod, check if it's 3 (or whatever your custom armor allows), and change it to match what you want manually. Look up Just make sure you make the timing very late in the Post-Attributes phase or later. Try something like: hero.childfound[ArmorClass].field[tACDexMod].value = minimum(3,hero.childfound[aDEX].field[aModBonus].value) You might have to play with the timings, pushing it deep (10,000+) into the Final Phase, since there's plenty that could add or subtract from your DEX bonus. |
Comment I received that works to change the value but not the Max Dex text.
AFTER PostAttr 2000 that sets "herofield[tMaxDex].value = 3". |
Oh wow. I just played around with that and it seems to work perfectly.
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Hoping to figuring out how this is controlled to make it say what the eval script does. Though for right now I just have it as part of the items description.
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