From: SourceForge.net <no...@so...> - 2005-08-25 12:52:58
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Bugs item #968202, was opened at 2004-06-08 02:41 Message generated for change (Comment added) made by karianna You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=968202&group_id=25576 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Equipment/Weaponprof Support Group: 5.6.0 >Status: Closed Resolution: None Priority: 5 Submitted By: Tom Russo (tvrusso) >Assigned to: Martijn Verburg (karianna) Summary: AC Enhancement bonus --- buggy Initial Comment: This bug was found in PCGen 5.6.0 using the 3.5 RSRD. It is still present in the 5.6.1 patch. If I create a custom shield (all my testing has been with heavy wood shield) with a +1 armor bonus, the resulting armor class is calculated incorrectly. Here's how to reproduce: In gear panel, choose create custom on Shield (heavy/wood) Choose "type" Choose "ENHANCEMENT" for type Choose "Armor Bonus" for enhancement Choose "+1" Equip this shield on a character, and if it's the only armor that character has the +1 bonus will appear in the "Misc Bonus" box of the character sheet. This looks correct. If the character is wearing any other armor (a studded leather, for example), the armor bonus for that armor is added in to the Misc Bonus box in addition to being in the Armor box --- so it is counted twice and the resulting armor class is way too high. I have not found any dependence of this behavior on class or race in numerous tests last night; as long as the enhanced shield is worn the armor class is always too high because of this double-counting of other armor. ---------------------------------------------------------------------- >Comment By: Martijn Verburg (karianna) Date: 2005-08-26 00:52 Message: Logged In: YES user_id=252169 Right, testing on 5.9.2 (alpha). Part I OK if you add masterwork, then +1 to a heavy wooden shield, it now gives sets the shield bouns to be 3 (+2 heavy, +1 enhancement) all good. If you add extra armour, no funny doubling etc goes on. Part II I created a Masterwork --> +1 --> +4 Natural armour. It gave me the correct AC (14), and correct Touch AC (10). Closing this. K ---------------------------------------------------------------------- Comment By: Reed Thornton (rthornton13) Date: 2004-07-09 13:56 Message: Logged In: YES user_id=1001978 hmmm.... This is going to be tricky. If I understand you correctly, you want something like the feat Two Weapon Defense or the Defending weapon special ability as a base property of the weapon. I can get you almost there. 1. From the gear panel, right click on the base item and select Create custom item. 2. From the Item Customizer window, add Masterwork. 3. Add an Enhancement bonus (+1 to +5). 4. You should now be able to add your choice of Armor Bonus (Enhancement), 6 types of AC Bonus, and Natural Armor. These will allow you to add an amount of your choice (1-5 for Natural and Deflection, 1-8 for the others). One problem is that it looks like the right bonus is added, but possibly in the wrong place. This winds up causing you to have the wrong touch and/or flat footed AC. The only other way that I can think of is to create a custon item by hand, using lst tags. Reed QA Chimp, BoD ---------------------------------------------------------------------- Comment By: prhodes (prhodes) Date: 2004-07-09 07:46 Message: Logged In: YES user_id=1079770 I am experiencing this same bug in trying to create a main gauche (essentially an off-hand parrying dagger). If I follow the procedure using a dagger as the base item and adding an Enhancement/Armor Bonus/+1, I get the doubled AC modifier. I tried using the workaround suggested by rthornton13, but I don't get the AC Enhancement options, only weapon enhancements (which I would expect, normally). If this is not the way I should be creating a weapon with an AC bonus, let me know. ---------------------------------------------------------------------- Comment By: Tom Russo (tvrusso) Date: 2004-07-08 04:06 Message: Logged In: YES user_id=607718 Sorry it's taken so long for me to answer you, I hadn't had time to go back and look into the workaround you suggest. Yes, the procedure you suggest does generate the correct armor class. Thanks, that's a useful workaround and I've updated my character using it. I had not used the masterwork option because my DM hadn't described this shield as masterwork, just a magically enhanced shield --- I wanted the description on the char sheet to match his, and it seemed that just choosing an armor class enhancement should have done that. I still think this is a bug, though, because just choosing an enhancement shouldn't double the armor class of other items. ---------------------------------------------------------------------- Comment By: Reed Thornton (rthornton13) Date: 2004-06-26 04:07 Message: Logged In: YES user_id=1001978 I think I've found your problem, you are going about creating your shield a little differently than the way the lst writers expected (it's something that we both need to change). Here's the way to build it and have things come out right. 1. From the gear panel, right click on the base item and select Create custom item. 2. From the Item Customizer window, add the Masterwork that has a PreReqs column that starts with TYPE:Armor|Shield !TYPE... 3. You will now have 3 sets of Enhancement bonus' to choose from, select the one that is +X (Enhancement to Shield) where X is the number from 1 to 5 by which you want to enhance the shield. 4. Add any other *enhancements* that you want to your shield. 5. Click either OK to add the item to the equipment list or Buy to go ahead and have the current character buy the modified shield. This works for me (ie it plays well with armor). If this doesn't help, let me know please. Reed QA Chimp, ,Bod ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=384719&aid=968202&group_id=25576 |