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AC Bonus in Toolset

 
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Z
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PostPosted: Tue Jul 08, 2003 10:37 am    Post subject: AC Bonus in Toolset Reply with quote

Just wondering, there is an option when creating an item to add an AC Bonus. Does anyone know what type of bonus this is?? (as in Deflection, Dodge, Armor??), or does it depend on the item.
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Drudley
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PostPosted: Tue Jul 08, 2003 1:11 pm    Post subject: Reply with quote

Er... lol?

Depends on the item

Boots has dodge, amulets has natural, armors and bracers has armor, shields has shields, the rest has deflection
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Z
PostTue 07/08/03 1:52pm
Ok Cheers, was thinking it must be the case  Reply with quote
 
Griff Inn
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PostPosted: Tue Jul 08, 2003 4:08 pm    Post subject: Reply with quote

Or you can script items with unique powers to give you the AC bonus of your choice. If that's what you want we can help. Otherwise your post was put in the wrong section of the forums.

Griff
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ShadowCore
PostTue 07/08/03 4:37pm
It was?? Uhhh, no Griff, this is worldbuilding, not scripting only!  Reply with quote
 
Z
PostTue 07/08/03 5:03pm
Ditto Shadowcores remark.

Griff could you show me how? As in detail cos I cant do much.
But if its too much hassle np.
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Griff Inn
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PostPosted: Tue Jul 08, 2003 5:38 pm    Post subject: Reply with quote

Yeah sorry my fault, here or help section is fine.

As for the item, make a custom item and note the tag of the item, give it a unique power, then put the following into the OnActivateItem event of your module properties:

Code:
void main()
{
object oItem = GetItemActivated();
object oTarget = GetItemActivatedTarget();

if (oItem == GetObjectByTag("TagGoesHere"))
{
effect eACBonus = EffectACIncrease(5, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eACBonus, oTarget, 300.0);
}
}


All the stuff after the "if" part should be edited according to your preferences. The above will give the target a +5 bonus to dodge AC, and the effect lasts for 300 seconds (5 mins).

Griff
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ShadowCore
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PostPosted: Tue Jul 08, 2003 6:05 pm    Post subject: Reply with quote

And if you want to make it last forever, put it in the OnJoin of the module(And the ONEquip too ofcourse), check whether a person actually has it, and then do DURATION_TYPE_PERMANENT instead of temporary. Ofcourse, on leaving(if there is such a thing, I'm too lazy to check) and on UnEquip(Again, if it exists), you should remove it again, or else it will(probably, not sure though) be there forever. :O
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Marquis Drayfox
PostTue 07/08/03 6:23pm
I still think its lame though how you can't change the type of AC bonus......  Reply with quote
 
Z
PostTue 07/08/03 9:50pm
Isnt that what theyre doing here...

Thanks for help Griff and Shadow
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