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Cool new gem! Can I custom make it?

Try making a copy of the Amulet of Natural Armor, and look at the eval script on that. Can you see how it is adding to natural armor?

Thank you Aaron. You read my mind. I was actually trying just that even before I saw your post.

Maybe I'm learning a thing or two!

But, it isn't working. See my post above . . .
 
That seems to be the problem. If I unequip my current Amulet of Natural Armor +2, then it adds the bonus.

So, my next question . . . is there a way to add the natural armor bonus granted by the gem AND continue to use my amulet?
 
What type of bonus is supplied by the Gem? Both seem to be enhancement bonuses so they would overlap not stack, if you change the bonus type for the gem it would stack.
 
. . . if you change the bonus type for the gem it would stack.

The bonus for the gem is a +2 to natural armor. And it seems that no matter how I configure the gem in the editor, it won't allow it to stack with the amulet. I even messed around with the stacking options on the right side of the editor, and with the slot options.

I wonder if the DM didn't forget that I have the amulet . . .

Andrew, what do you mean by changing the bonus type for the gem? Do you mean to something besides a boost to natural armor?
 
There are different bonus types in pathfinder, which can be applied to different things, and MOST bonuses of the same type on the same thing don't stack.

So for example, the Amulet of Natural Armor gives you an Enhancement Bonus to your natural armor, the Barkskin spell also gives you an Enhancement Bonus, if you are subject to both, they don't stack, only the higher bonus applies. I'm guessing Bodrin may have built the item as an Enhancement bonus, which is why HL isn't allowing it to stack with the Amulet. What AndrewD2 is suggesting is that you add the bonus as an Untyped Bonus (which stack with everything, including themselves).

You may want to double check with your DM to see what type of bonus the item grants, so you know whether or not it should be stacking with anything.
 
So, for my next question . . .

What do these parts of the evals actually do? How are they applied in-game? For example, will the DR apply when I adjust my hit points in the In Play tab?

Or are they just for the benefit of having the text show up in the description of the gem . . .
 
Sorry about that. I forgot the add the "parts of the eval" in question . . .

~ Apply DR 3/- to the hero
if (field[gIsEquip].value <> 0) then
#applydr[xDamRd, 3]
endif

~ Give us Fast Healing 2
if (field[gIsEquip].value <> 0) then
#applyvalue[xFastHeal, 2]
endif
 
Ok I'm up for a little fun.

Code:
      ~As long as we are equipped
      ~ Add a +4 enhancement bonus to our Strength
      if (field[gIsEquip].value <> 0) then
        #enhancementbonus[hero.child[aSTR], 4]
        endif

      ~ Add a +4 enhancement bonus to our Constitution
      if (field[gIsEquip].value <> 0) then
        #enhancementbonus[hero.child[aCON], 4]
        endif

      ~ Apply DR 3/- to the hero
      if (field[gIsEquip].value <> 0) then
      #applydr[xDamRd, 3]
      endif

      ~ Give us Fast Healing 2
      if (field[gIsEquip].value <> 0) then
      #applyvalue[xFastHeal, 2]
      endif

      ~ Add a -2 Penalty to our Intelligence
      if (field[gIsEquip].value <> 0) then
      hero.child[aINT].field[Bonus].value =    hero.child[aINT].field[Bonus].value - 2      
      endif

      ~ Add a -2 Penalty to our Wisdom
      if (field[gIsEquip].value <> 0) then
       hero.child[aWIS].field[Bonus].value =   hero.child[aWIS].field[Bonus].value - 2      
      endif

They are actually commented well written to expalin each part

Although it could be rewritten a little bit differently

Code:
     ~As long as we are equipped
     
      if (field[gIsEquip].value <> 0) then
        ~ Add a +4 enhancement bonus to our Strength
        #enhancementbonus[hero.child[aSTR], 4]
        ~Add a +4 enhancement bonus to our Constitution
        #enhancementbonus[hero.child[aCON], 4]
        ~ Apply DR 3/- to the hero
        #applydr[xDamRd, 3]
        ~ Give us Fast Healing 2
        #applyvalue[xFastHeal, 2]
        ~ Add a -2 Penalty to our Intelligence
        hero.child[aINT].field[Bonus].value = hero.child[aINT].field[Bonus].value - 2      
        ~ Add a -2 Penalty to our Wisdom
         hero.child[aWIS].field[Bonus].value = hero.child[aWIS].field[Bonus].value - 2      
      endif

no real need to have all those if statements to check the same thing over and over again.

As for the DR, it will not automatically reduce your damage, you'll still have to do that math. There are so many things that can reduce hit points that DR doesn't affect it wouldn't work to do it automatically.

NOTE: I did not test that new code, but I believe it should work.
 
Last edited:
Awesome.

Thanks again, everyone, for all your help and patience. I learned some new stuff today, and that makes it a good day . . .
 
Ok I'm up for a little fun.

Code:
      *Unoptimised code Snip*

[code]
     *Optimised code Snip again*
no real need to have all those if statements to check the same thing over and over again.

As for the DR, it will not automatically reduce your damage, you'll still have to do that math. There are so many things that can reduce hit points that DR doesn't affect it wouldn't work to do it automatically.

NOTE: I did not test that new code, but I believe it should work.

I left the code with all the comments and the endif statements as examples that tysdaddy could dissect and test at leisure.:cool:

Optimising comes at a later date with experience, also note the deliberate Natural Armour Class omission script, which tysdaddy managed to almost figure out with minor help!:D
 
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