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Join Date: Nov 2010
Posts: 70
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Quote:
the inherent problem is that the script to add the familiar bonuses to the animal companion has to come from the PrC, but target the animal companion minion. really all I need is a way to assign the minion a template inside a script on the master. (sort of like adding properties to a weapon pick) I cannot do anything directly on the minion because it is auto-generated from the code and not something I can modify in user files. |
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#11 |
Senior Member
Volunteer Data File Contributor
Join Date: Jun 2010
Posts: 623
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It might be because I don't know what I'm doing.
But why couldn't you modify cAnimClass found in source/srd_minions.dat with a script using ReplaceID to replace cAnimClass with your script. So your script gets bootstrapped into the minion instead of cAnimClass and from there check things in the master and modify accordingly? It appears to be loaded by the minion: <thing id="cAnimClass" name="Animal Companion" compset="CompClHelp" Ok cAnimClass is on the hero, but cAnimComp contains the minion that is created. I replace id on cAnimComp, and added a bootstrap to Immunity to Disease on the minion. So when I created a badger AC, it had immunity to disease bootstrapped. So you can make code to modify the behaviour, the only caveat is you can't do it inside the editor. You must hand craft the xml code by making things in the editor and then copying and pasting it. Here is the example: http://heathers.stdio.com/~risner/Min.user Last edited by risner; December 3rd, 2010 at 08:52 PM. |
#12 |
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Join Date: Nov 2010
Posts: 70
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Quote:
when lonewolf created the base SRD datafiles it has a sort of "self check" to make sure that everything is as it should be with the base version, flags them as read only to the editor, and are checked on launch for changes. also, if I add to the base minion i risk breaking much more than the single PrC I'm dealing with, and keeping the code isolated is simply good practice. |
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#13 |
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Join Date: Jun 2010
Posts: 623
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Quote:
I worked up a ReplaceID version of the Animal Companion code, that worked. It was able to modify the minion, but didn't change any of the files in HeroLab. It only used one .user file. Like you said, that user file showed as blank when loaded into the editor. But it successfully compiled and replaced the base SRD code. Maybe you are opposed to doing something like this. If so, that is fine and I understand it. I guess I was just suggesting a way to inject code into the minion, in a way that would work. |
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#14 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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I think there's some confusion here.
BluePhoenix, he's not suggesting changing the animal companions. You can use the replace ID to change code for all the companions that would allow you to automatically add the template. This would remain in effect regardless of updates from HL. |
#15 |
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Join Date: Nov 2010
Posts: 70
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Quote:
had to shelve this project and any other Hl stuff for the moment, rough month at work (everyone seems to have simultaneously lost their minds) |
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#16 |
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Join Date: Mar 2007
Posts: 1,245
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Sorry to hear that. While wandering through the pathfinder stuff I might have found some useful code for anyone attempting this. It is from the Favored Class Option: Half-Orc Ranger:
~ If there's no Companion, there's nothing we can do doneif (hero.hasminion[AnimComp] = 0) hero.minion[AnimComp].child[Totals].field[tHP].value += field[abValue].value The important bit is the "hero.minion[AnimComp].child[]" which allows your Eval script on the hero (for example a feat or class special) to affect things on the animal companion "minion". I think anyway, haven't tested it myself and I did find it in Pathfinder, so it might rely on something not yet added to d20. Just thought I would put it out there. |
#17 |
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Join Date: Jul 2010
Posts: 3,147
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#18 |
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