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August 28th, 2020, 15:38 #1
Asking about an extension for ignoring armor class bonuses
Asking about this:
Do you think it'd be feasible to create an effect that ignores some types of armor classes? For example, a brilliant energy weapon ignores nonliving matter (armor and shield bonuses for one and their enhancement, though not all the other ones) or a weapon or effect could say "ignores shield bonus to AC"
Yes, from time to time I ask random questions XD
and yes, sooner or later I will really need to learn programming so I can do it on my own, altough my memory sucks so bad
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August 28th, 2020, 15:49 #2
Yeah, that is surely possible Not so difficult I think, I could add it in advanced 3.5e/Pf1, but I would need to think about a suitable way to integrate it, to avoid that the setup becomes messy; I was also thinking about a mechanism which could ignore whole type of effects etc. (but the latter is a bit more complicated )
My extensions for 3.5e and Pathfinder
Bug reports please here
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August 28th, 2020, 16:23 #3
such as a "NAC" (Negate AC)... such as "NAC: enhancement, armor, shield" or "NAC: natural"
too bad I suck at it or I'd help out or just do it myself... right now I don't even understand what you mean by "messy" (every time I open up an extension to look it out, "W T F is this?" is what I always think)
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August 28th, 2020, 17:17 #4
With "not messy" I mean that I prefer more universal approaches rather than introducing an effect for everything (Like, instead of NAC some logical operator which ignores other effects in combination with them, like IGNORE: AC: natural for your NAC: natural, also offering the possibility of IGNORE: ATK: enhancement and so on )
(Yes yes, please do not tell me how many effects I already added :P)My extensions for 3.5e and Pathfinder
Bug reports please here
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August 29th, 2020, 03:31 #5
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To avoid the mess... Why not check it the same way touch and masterwork are checked in the descriptions? Would be a good time to check for it anyways. Do something like "ignore" in the description box then just use the armor class types we can use to complete the check. I've been thinning about doing similar except Kels stuff does so much, its hard to make sure its completely compatible.
Last edited by Phixation; August 29th, 2020 at 03:43.
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August 29th, 2020, 10:40 #6
yeah, something similar like this, yes There is in ActorManager2 a similar code for AC where all the types are checked, that is a good place to start at for such a thing
About the compatibility: When you want to code something, then it may be easier to directly do it in the extension itself, then I can integrate it later like with your damage types (and then it is a bit quicker for me to do so) (and my scripts differ not too much from the native code, so that they are hopefully easy to read, except for DamageManager as you already have seen when you had the idea with your damage types )My extensions for 3.5e and Pathfinder
Bug reports please here
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