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bertraze
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Old June 5th, 2014, 07:21 PM
Well, I think the bootstrap wonkiness from before had to do with trying to add it in both a custom ability and a racial ability, which I had already deleted by the time I sent you a file. I've gotten rid of the custom abilities now and I'm trying to rebuild it as a just plain racial ability. I managed to get the ability to be disabled until the proper level in an eval script (that runs in post-levels, so much too late for a bootstrap), but I'm having a very hard time with my bootstrap condition actually working (now it's always false).

I've tried count:Classes.Race >= 4 at First/500 and First/4999, without any success. I've also tried accessing the tHidDice field, but that's apparently calculated much later.

I think I'm out of things to try to figure out how many levels the race has in the bootstrap.
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bertraze
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Old June 6th, 2014, 06:23 AM
Classes.Race, CompLevel.cEidolon and the fields tCompLevel, and tHitDice all seem to not be available to bootstrap conditions.

Is it possible to access the master's fields during a bootstrap? I know I can get PC levels during a bootstrap.
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bertraze
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Old June 6th, 2014, 09:40 AM
I was looking for monster abilities that depend on the number of HD the monster has. I haven't found one that really fits the bill yet, but I did find one that was applying a variable amount of DR, which taught me about #applydr[], which does seem to be able to bootstrap DR from an eval script. I have no idea what #applydr[] is doing under the covers, so I don't know if I could write a similar bit of code to apply a feat from an eval script or not. Is this possible?
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Mathias
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Old June 6th, 2014, 09:47 AM
The DR is already present on all characters - it hides itself if no value has been applied to it. The #applydr[] macro just applies a value to it.

Feats need to run their own scripts, and you can't use a script to create something that needs to run its own scripts.

There are alternative ways to get a feat added under certain circumstances, but without more information about what circumstances the feat needs to be added under, or how many feats the ability can choose from.
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bertraze
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Old June 6th, 2014, 09:53 AM
So, I have a racial special ability that I actually don't want to activate the bonus feat on until my Eidolon(-like thing) is level 10. There are four choices for this bonus feat. Currently, I have an array-based menu, and I've got the bootstrap condition to use that, but I can't seem to get the part where it determines the level (and so allows the bonus feat to happen) to even come up true.
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Mathias
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Old June 6th, 2014, 10:06 AM
Think about other things in Pathfinder that do something similar. (In Hero Lab, Eidolons are a variant of Animal Companions, so you can look for things that add a bonus feat to an animal companion at a certain level, too). The animal archetypes in animal archive may be a good place to start.
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Mathias
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Old June 6th, 2014, 10:08 AM
Yeah, the tenacious guardian ability from the bodyguard archetype has an example, the Indefatigable ability of the Charger archetype, the Eldritch Claws ability of the Totem guide archetype.
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bertraze
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Old June 6th, 2014, 10:42 AM
Animal Companions seem to use hero#CompLevel.cAnimComp >= (number) for this. I tried hero#CompLevel.cEidolon in my Eidolon race, but it won't come up true.
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Mathias
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Old June 6th, 2014, 10:51 AM
You used the same phase & priority as those examples?

hero#CompLevel.cEidolon should be correct.
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bertraze
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Old June 6th, 2014, 12:04 PM
That was my rookie mistake for today -- I needed First/502 instead of First/500. Thanks for all the help!
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