Re: equipmods - multiples of ACCHECK & SPELLFAILURE?
- --- In PCGenListFileHelp@yahoogroups.com, "oggmosh" <oggmosh@y...> wrote:
>The only multiplication (and division) BONi that I'm aware of is (are)
> I have two different base materials.
> Armor made of one will give half the standard Armor Check penalty and
> spell failure that steel would give, and the second turns out armor
> with twice the standard ACCHECK and SPELLFAILURE values.
> Is there a way to get these to accept formulae?
> This is the format for a material that works:
> I've tried the following, and they don't seem to work:
> and similar things for SPELLFAILURE.
> Is there a way of implementing this?
the weight affecting ones. All of the others are addative (to subtract
make the number opposite sign).
I can only think of one way to do this and I'm not sure it'll work.
You just have to try. Note that this is not a "release lst file
Try using the output token to access the value. For example, use
ARMOR.0.ACHECK to get the ACCHECK value and plug it into the bonus
BONUS:EQMARMOR|ACCHECK|(ARMOR.0.ACHECK)/2 to reduce by half
BONUS:EQMARMOR|ACCHECK|-(ARMOR.0.ACHECK) to double
BONUS:EQMARMOR|SPELLFAILURE|-(ARMOR.0.SPELLFAIL)/2 to half
BONUS:EQMARMOR|SPELLFAILURE|(ARMOR.0.SPELLFAIL) to double
1. these are recursive entries, which is why I guarantee nothing.
2. BONUS:EQMARMOR|ACCHECK| is coded to assume a reduction is intended
so positive numbers subtract and negative numbers add
3. The .0. indicates the first armor in inventory, so this might not
work if the character owns more than one armor. No way to ensure the
4. is above doesn't work replace .0. in the above with .EQUIPPED.0.
(the first equipped armor, of which there can only be one) and then
equip the armor and check if it works properly.