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GetAC(object, int)

Retrieves the AC (armor class) of a creature.

 [[int | int ]] GetAC(
     [[object | object ]] oObject,
     [[int | int ]] nForFutureUse = 0



The object to get the AC of.


Parameter reserved for future use and currently does nothing. (Default: 0)


Returns the AC (armor class) of oObject if it is a creature.

Returns 0 if oObject is an item, door, or placeable.
Returns -1 if oObject is not a creature, item, door, or placeable.

nForFutureUse is not in use, and should not be changed.


This shouldn't get any AC-versus bonuses - EG: Protection Against Evil grants +2 deflection AC against evil-only people, or AC verus a specific damage type.

It will, in reality, return the exact AC value on the character sheet - this does not include versus-bonuses, and is the "AC versus all" of the character.

Doors, Placeables can be attacked, and do actually have an AC of 0, because only a critical miss (Getting a 1 on a d20) will miss it.




 // this script can simulate an attack triggered when a door or 
 // placeable is opened.  
 // this script rolls a d20 and checks the results against the 
 // person's AC; if the die roll is at least the AC of the target it 
 // does d10 damage (kind of a very unfair trap that can't be
 // searched for or disabled).
    object oPC = GetLastOpenedBy();
    int nDieRoll = d20();
    if (nDieRoll >= GetAC(oPC)) {
       effect eDamage = EffectDamage(d10(), DAMAGE_TYPE_PIERCING);
       ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oPC);

See Also



 author: Tom Cassiotis, editor: Jasperre