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Alternate Companion

AndrewD2

Well-known member
I'm working on a class that gets a companion. It's an Infernal Companion. It's table is not the same as a familiar, animal companion, or eidolon. Is there a way for me to enter this?
 
I'm working on a class that gets a companion. It's an Infernal Companion. It's table is not the same as a familiar, animal companion, or eidolon. Is there a way for me to enter this?
Its a bit complex but yes. I had to do that for the SGG Dragonrider actually. If you look at the dragonrider class in the SGG package you see I made the dragon a minion and it boostrapped the extra hit dice Thing. Then I think if I remember correctly I either pushed tags to the minion or I referenced a "level" Thing located on the Master.

It works but its not 5 minutes of work... :(
 
Well I'm not necessarily looking for 5 minutes of work. This is for an official release for Rite Publishing (I've been working on this blasted release for most of a year)
 
I like how this is done. I can't figure out if there is a way to change the number of hit dice short of having the player add them.
 
So I tried making a Dragonrider to analyze how it worked and I came across an issue, it appears the dragonrider doesn't actually have a companion. I wanted to see how you handled the full BAB and different Hit Dice
 
So I tried making a Dragonrider to analyze how it worked and I came across an issue, it appears the dragonrider doesn't actually have a companion. I wanted to see how you handled the full BAB and different Hit Dice
Correct it's a minion you add on the Other tab. Then as you level the Dragon auto gains hit dice. You saw that right?
 
Try making a copy of the minion in the editor and look for eval scripts of bootstrapped Extra HD levels with bootstrap conditions. That's where I would look
 
Nope, but I do now. I'm just not sure where the auto adding the hit dice is coming from.
On the "Race" tab the steeds have a huge number of bootstraps. They are all bootstrapping "cBonusHD" Thing. Then about 20 of them have a bootstrap condition First/500 like:
Code:
fieldval:anCompLev >= 2
So that the cBonusHD does not become active until anCompLev is level 2. The field anCompLev is being set in a script on the steed at First/450:
Code:
~ Set animal companion level based off the Steed Class ability
~ this is so the bootstrap Bonus HD work correctly.
field[anCompLev].value += master.hero.child[cDrrSteed].field[abValue].value

So in this case I am pulling a value from the Steed Class Thing which holds what level the animal companion (ie Dragon) is suppose to be.
 
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