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Help setting up a different armor class when an ability is actived

jbearwillis

Well-known member
I have an ability that when activated, will give an armor class of 13+ CON mod, I but for the life of me, I can't get it to work, I have looked at all the natural armor in the race special and I can't figure it out, any help would be appreciated... Thanks :confused:
 
More information... does your ability add to the existing AC, or replace it? If replace, you probably needed to check the existing AC and subtract it, (or set existing AC to zero) then add your 'new' AC value.
 
It replaces it if it is higher:

Spriggan Form:

Starting at 1st level, you can use your bonus action to assume the form of a primal force of nature. Your body becomes covered entirely in bark, any hair you have becomes leaves and moss, your eyes glow amber, and you sprout a twisting pair of branch-like antlers. This form lasts for 1 minute, or until you dismiss it (no action required).

For the duration, you have the following benefits:

• Your AC equals 13 + your Constitution modifier.

• Your fingers twist into sharpened roots which can be used as natural weapons, dealing 1d4 slashing damage on a hit.

• You have advantage on Dexterity (Stealth) checks made while in a forest.

• You gain temporary hit points equal to your Charisma modifier when you enter this form.

You can use this ability twice, and regain all expended uses when you finish a short or long rest.
 
Phase: PreAttribute Priority: 10000

~ Compare AC, use highest.
field[abValue].value = hero.child[ArmorClass].field[tAC].value
field[abValue2].value = hero.child[SprigganACmech].field[assignedACfield].value
if (field[abValue].value < field[abValue2].value) then
hero.child[ArmorClass].field[tAC].value = field[abValue2].value
endif
There are other ways too, but that was the one that came to mind, anything else will require more info on how you are working the mechanic. There is some reference info in the help section of the editor under Reference Information.
 
Last edited:
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