• 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

Non-proficient armor bonuses

Hey There,

I don't know if anyone has done anything like this before, or if its even possible, but is there a way to 'override' armor's bonuses based on if you are proficient with it or not?

What I mean by this is that when you are proficient with something, you get the full armor bonus (Let's say +7), but when you're not ... you only get some of its bonus. (Let's say +3)

The idea would be that you could still wear it, and get a smaller bonuses without getting the normal attack penalties ... but also only getting the reduced bonus.

The only way I can think to do this is to make armor without an 'Armor Type' selected, then apply the bonuses via the eval scripts. The only problem is that if I do it this way, it will list all these items under 'shields'. Unless there is a way to put armor into its own category listing when you do it?

Some development input on this would be great. Thanks!

- Joe
 
I would use a mechanic with a script that did a foreach loop through all the "Live" armors on a character. The question I don't know off the top of my head is if armor gets a Proficiency tag on each Pick like weapons or if its all at the Hero level. But once you know this you can easily adjust the value on the armor once its been selected. So in the selection window it will display the full value always but once chosen and it becomes a Pick you can adjust its values correctly based on proficiency.
 
Back
Top