• 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

Request for Help

Virtue

Well-known member
I posted this a long time ago and I lost the post but what I could really use is

In the section where you add things to the character from spells cast. I would like for it to be able to have a shield bonus an armor bonus and dodge bonus a natural bonus and any other types of AC bonus spells give you

Im not that great with the editor besided in making monsters

Thanks in advance
 
Can't you just use temporary adjustments? You can have one for each. For example, if you cast Mage Armor, Shield, and drink a potion of barkskin, you would use three different temporary AC adjustments. You would just have to enter the source yourself.

So you would have:
Armor Class +4, Mage Armor (armor)
Armor Class +4, Shield (shield)
Armor Class +2, Barkskin (natural)

You would have to make sure the stacking rules apply but by writing the type of bonus in the source field, that would be very simple.
 
Can't you just use temporary adjustments? You can have one for each. For example, if you cast Mage Armor, Shield, and drink a potion of barkskin, you would use three different temporary AC adjustments. You would just have to enter the source yourself.

So you would have:
Armor Class +4, Mage Armor (armor)
Armor Class +4, Shield (shield)
Armor Class +2, Barkskin (natural)

You would have to make sure the stacking rules apply but by writing the type of bonus in the source field, that would be very simple.

Yeas thats what I want I dnt know how to make them all the differnt types of bonus right now i just add misc to ac
 
Below is the scripts for three different Adjustments(and conditions) that will apply a specific type of bonus to your AC. In HL the difference between a Condition or Adjustment is changed by placing a check mark next to "Is Condition?" in the editor. If it is a Condition you will need to reload the data set before you will see it. Either using Ctrl-R or exiting and starting HL again.

Virtue said:
Armor Class +4, Mage Armor (armor)
This script will only apply the highest Armor bonus to AC. So if wearing armor of +4 and applying a +4 Armor adjustment the final bonus will be +4.

as an Adjustment
Code:
~Pre-Levels 10,000
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add to our armor class
      hero.child[ArmorClass].field[tACArmor].value = maximum(field[pAdjust].value,hero.child[ArmorClass].field[tACArmor].value)
as a Condition +4
Code:
~Pre-Levels 10,000
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add +4 to our armor class
      hero.child[ArmorClass].field[tACArmor].value = maximum(4,hero.child[ArmorClass].field[tACArmor].value)

Virtue said:
Armor Class +4, Shield (shield)
This works the same as the armor script, but applies the highest Shield bonus to AC.
as an Adjustment
Code:
~Pre-Levels 10,000
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add to our armor class
      hero.child[ArmorClass].field[tACShield].value = maximum(field[pAdjust].value,hero.child[ArmorClass].field[tACShield].value)

as a Condition +4
Code:
~Pre-Levels 10,000
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add +4 to our armor class
      hero.child[ArmorClass].field[tACShield].value = maximum(4,hero.child[ArmorClass].field[tACShield].value)


Virtue said:
Armor Class +2, Barkskin (natural)
Natural is a little weird is most of the time it will stack. So this scripts will stack with other applied natural AC bonuses.

as an Adjustment
Code:
~Pre-Levels 10,000
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add to our armor class
      hero.child[ArmorClass].field[tACNatural].value += field[pAdjust].value

as a Condition +2
Code:
~Pre-Levels 10,000
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add +2 to our armor class
      hero.child[ArmorClass].field[tACNatural].value += 2
Hope that helps.
 
Shadow I kinda understand I need to know where to open them up and dont want them a set plus four i want to be able to adjust them for like barkskin shield of faith and so forth
 
Just as a note, the #applybonus[] macro works anytime you want to apply a non-stacking field, not just on the Modifiers:

Code:
hero.child[ArmorClass].field[tACArmor].value = maximum(field[pAdjust].value,hero.child[ArmorClass].field[tACArmor].value)
can be written as:

Code:
#applybonus[tACArmor,hero.child[ArmorClass],field[pAdjust].value]
 
Back
Top