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ancient
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Join Date: Jan 2011
Posts: 23

Old January 3rd, 2011, 11:30 AM
Hi,

i alreay did some reading, did some expermenting (with existing items) but hadn't much access in doing the following:

1. I want to add medium armor that only has a -5 ft. Speed penalty (e.g. 25 ft . for 30 ft base speed). Any idea how to achieve this?
2. What if i want to add 10% crit negativ to this armor as a non-magical property?
3. I want to create "helmets" (light and heavy) that can be worn in addition to normal armor. Helmets dont add AC but add another 10% critical protection and reduce perception by -2 (heavy ones).

I failed to do any of these effects :-(

Thanks for ideas or references.
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ancient
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Join Date: Jan 2011
Posts: 23

Old January 3rd, 2011, 10:10 PM
I have to update my own post:

1)
Still no idea. I should add an (armor) speed bonus of +5 to the item somewhere while keeping the "slows" property.

2)
The criticial negatig stuff doesn't seem to be tracked at all, it is only descriptive text currrently, so this is solved.

3)
Had some access yesterday creating a helmet. I made it an "armor" (becaue it adds an ACP of -1 by its own, with gear i didn't see how to achieve this) and removed Armor Type "Light" so that i can wear it along with regular armor. Then i added Preq "Light Armor Proficiency", so at least it shows an error somewhere. Perhaps it would be better to work with an Eval.Script like Mithral Full Plate to remove the ArmorType later?! Will try this.

Question remaining: Still no idea how to add an (unnamend) -1 to perception when worn.
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ShadowChemosh
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Old January 4th, 2011, 08:17 AM
Quote:
Originally Posted by ancient View Post
I have to update my own post:

1)
Still no idea. I should add an (armor) speed bonus of +5 to the item somewhere while keeping the "slows" property.
The sticky thread for Spell Adjustments have some good code that is worth looking at. In this case the Expeditious Retreat buff is very similar to what you want for a script. It adds 30 feet, but you can just change it to 5.

Quote:
Originally Posted by ancient View Post
2)
The criticial negatig stuff doesn't seem to be tracked at all, it is only descriptive text currrently, so this is solved.
Nice

Quote:
Originally Posted by ancient View Post
3)
Had some access yesterday creating a helmet. I made it an "armor" (becaue it adds an ACP of -1 by its own, with gear i didn't see how to achieve this) and removed Armor Type "Light" so that i can wear it along with regular armor. Then i added Preq "Light Armor Proficiency", so at least it shows an error somewhere. Perhaps it would be better to work with an Eval.Script like Mithral Full Plate to remove the ArmorType later?! Will try this.
My suggestion here would be to check mark "Don't Generate Preq" and then create a script to handle this special situation yourself.

Quote:
Originally Posted by ancient View Post
Question remaining: Still no idea how to add an (unnamend) -1 to perception when worn.
For this do a New(Copy) of the Alertness feat. Then take a look at its Eval Script to see how it added +2 to Perception. Then just reverse it and subtract 2 instead.

The best way to learn HL is to find feats or things that do something Similar and modify them to your use.

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ancient
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Join Date: Jan 2011
Posts: 23

Old January 4th, 2011, 02:18 PM
Thanks for the hints. That was helpful. I just concentrated on other items as examples, this was a way to narrow-minded i think.

Concerning the helmets, i had a better solution that i found in the "Mithral Fullplate". You can still use Armor Type Light or Medium (it shows then in the list correctly and is validated) and then use an eval script to remove the Armor Type, this allows it to "be light/medium armor" (along with the prereqs) but it can be worn an additional to (body) armor. Works fine as far as i can see.
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