• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Multiple Armor Classes — Creating Custom Monster (i.e. "race")

MNBlockHead

Well-known member
Multiple Armor Classes — Creating Custom Monster (i.e. "race")

I have a custom monster I'm creating. Basically, it is a construct that is in ball form when travelling and then the ball splits, each hemisphere becomes one of two wheels and then unfolding from the middle is a small knife weilding metallic humanoid rising from the axis between the wheels.

The creature's AC is much higher in ball form than in attack form.

Is there anyway to represent that? I was thinking to use the lower attack form AC as default, but one of the challenges with this creature is that while low in HP, it is devilishly hard to hit because it uses a strategy of:

move, attack, move, making it hard to hit when NOT in ball form due to the sequential initiative nature of DnD 5e combat (basically need to ready your action or have an appropriate reaction).

How would you more experienced HL users handle this?
 
I'd make an ability that has an activation showing on the In-Play tab. The activation would represent changing between forms, and a script on that ability would make the appropriate changes when it's activated.
 
Is there a formula we can follow to getting the stats to match the source books easily in HL? Base stats and AC are a pain so far.

I've found it to be a bit of trial and error so far. Enter a value, reload everything and see what the result is.
 
Is there a formula we can follow to getting the stats to match the source books easily in HL? Base stats and AC are a pain so far.

I've found it to be a bit of trial and error so far. Enter a value, reload everything and see what the result is.

Not really sure what you mean? Stats like Str/Dex/Con? Those are all fields on the race, just put in the number which it differs from the baseline (10). So if a race has Str 14, find the strength line in the editor and enter "4". Natural AC has its own line.
 
Okay, I'll put that on my to-do list of things to learn to do. For now I just make a note in the description.
To start giving this forum some example scripts to work from I figured I would script this up quick.

Issues is I don't know how much AC bonus to give or which "type". To solve the first I will use the variable abValue which can be set to the amount of AC bonus on the "Race->Racial Special" tab:
Noname4.jpg

Then make sure you click the "Show in Activated Abilities List?". This causes an activation check box to appear on the "In-Play" tab.

Assuming the AC is a untyped bonus use this script:
Post-Levels/10000
Code:
      ~ If we're disabled, do nothing & 
      doneif (tagis[Helper.Disable] = 1)
      ~ If not activated get out now!
      doneif (field[abilActive].value = 0)

      ~ If we are active give untyped bonus to AC
      hero.child[ArmorClass].field[Bonus].value += field[abValue].value

Assuming the AC is a Luck bonus use this script:
Post-Levels/10000
Code:
      ~ If we're disabled, do nothing & 
      doneif (tagis[Helper.Disable] = 1)
      ~ If not activated get out now!
      doneif (field[abilActive].value = 0)

      ~ If we are active give Luck bonus to AC that does not stack
      ~ with other Luck bonuses to AC.
      #applybonus[BonLuck,hero.child[ArmorClass],field[abValue].value]
 
Back
Top