Re: [BUG] AC additions when using non-human race?
- View SourceHi Folks!
> As to what stacks, all bonus's of different types stack. So,And as Stefan pointed out, the Deflection bonus does not.
> armor, shield, natural armor, dodge, racial, holy, infernal,
> luck, circumstance, and deflection all stack.
> Dodge bonuses stack with each other, as do different types
> of circumstance bonus. If you somehow get two different
> racial bonuses ( say from base race plus template) then those
> stack with each other as well.
> Enhancement bonuses are special critters that boost a base
> bonus type (shield, natural armor, or armor). They do not stack.
Quoting your original post:
> Custom version of Boots of Striding and Springing. Addtype=Ring.Note the +3 Deflection bonus.
> Add +3 Deflection Bonus. Change Name to Protective Ring of
> Striding and Springing. The ring came out right, and had the
> right name and price.
> For the amulet, I took an amulet of MightyAgain, note the +3 Deflection bonus.
> Fists (+3) and created a custom object from it called Amulet of
> Naturally Protective Mighty Fists (+3) and (+3 Deflection). Again,
> price seemed to work out correctly.
These will note stack.
- View SourceLet me be a little clearer.
The Amulet of Mighty Fists with the additional Enhancement Bonus to Natural Armor is *NOT* in the final AC calculations. That is where the off by 3 AC is coming from.
I have looked at the item in the .pcg file, but equip mods makes my head spin and green pea soup come out of my mouth so here are some possibilities...
EQUIPNAME:Amulet of Mighty Fists ( Natural Armor Bonus (Enhancement) (+3))|OUTPUTORDER:2|COST:18000.0|WT:0.02|QUANTITY:1.0|CUSTOMIZATION:[BASEITEM:Amulet of Mighty Fists|DATA:NAME=Amulet of Mighty Fists ( Natural Armor Bonus (Enhancement) (+3))$EQMOD=AMF.BNS_ENHC_NAT&pipe;+3]
1) The equip mod for BNS_ENH_NAT is not being added correctly to the equipment by the lst editor.
2) The equip mod for BNS_ENH_NAT is not being added to the Natural Armor AC correctly
3) The BNS_ENH_NAT equip mod is defined incorrectly.
4) Something else entirely.
However, I have narrowed the problem down to the Amulet of Mighty Fists and the added Natural Armor Bonus Enhancement.
As an FYI, a *normal* Amulet of Natural Armor +3 gives the correct AC.
--- In firstname.lastname@example.org, "David R. Bender" <Papa.DRB@...> wrote:
> Ok, got it. The issue is that PCGen is not recognizing the +3 Natural
> Armor Bonus on the Amulet of Mighty Fists. Don't know why, but that is
> the issue. Over to code folks. Oh, and if you equip a regular Amulet of
> Natural Armor +3, it works correctly.
> Grognard (definition 1)
> My better half and me
> Madness takes its toll - please have exact change.
> On 7/26/2010 12:40 AM, Matthew wrote:
> > Put the file in links under files to be helped with. It's Haelali.pcg. I don't know if this post will show up though, Yahoo's been eating every post I posted today (all 6 of them with one exception).
> > --- In email@example.com, "David R. Bender"<Papa.DRB@> wrote:
> >> Please upload the .pcg so we can take a look at it.