Altering Dexterity Properties for a Kit
Reddbane
Member Posts: 222
Does anyone know if there is a way to mod, or fudge the game using effects codes, so that Dexterity works differently for an individual Kit, say instead of providing a separate bonus to armor class it merely lowers the Base Armor class? So that a Kensai, as per 1e PnP, with 18 Dex would get a Base Armor class of 5 (ie 23-18), rather than having a base armor class of 10 with a +4 dex bonus, and an additional +2 class bonus, as this would prevent Kensais from breaking the game with Base AC lowering spells and items?
@subtledoctor
I know you've worked no small miracles in modding ability score benefits for Scales of Balance.
@subtledoctor
I know you've worked no small miracles in modding ability score benefits for Scales of Balance.
0
Comments
Basically, it isn't possible to tell the engine to not apply the bonuses listed on DEXMOD.2da to a character. However, it is possible to have the EEv2.0 engine apply an effect once per round that can be determined by the Dexterity score of the character.
So you'd have to code an effect that "neutralizes" the AC bonus and then an additional effect that applies an appropriate base AC effect.
Or, because you're trying to fix the fact that Kensai armor bonuses stack (actual bonuses) stack with Bracers of AC (base armor), you could just change Kensai's armor bonus to a base armor bonus. I've done something similar to that for my monk mod (Monastic Orders of Faerun). This is much, much less difficult to set-up than the above method.