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Animal Companion Race - Starting Attributes

justtodd

Member
I'm trying to create a new clockwork construct animal companion race but I have one question and one issue so far.

Where/How can I set the starting attributes for an Animal Companion Race?
A "Create From" begins with: STR 15, DEX 14, CON -, INT 10, WIS 12 & CHA 8. I would like to have the starting/minimum attributes set to:
STR 13, DEX 10, CON -, INT -, WIS 12 & CHA 8.
I've tried aSTR, aNormal, aNormMin, aNormForce but nothing seems to make a difference.

The issue is that with the new race I clicked INT for "No attribute for?" but INT 10 still shows up. (from the .user file <tag group="NoScore" tag="aINT"/>)

Help, as always, is appreciated.
 
You should just do this with the Animal Companion, under the Race tab in the Editor, seclect Race, Animal Comp.

You set all the scores using the Ability Score buttons that let you set the modifier for each level
 
Apologies, I wasn't clear.
I did create it in the Race, Animal Companion tab and I did set the level adjustments to the attributes there; my issue is with the starting attribute value.
By using New(Copy) Construct, Clockwork subtype, it put the initial STR value as 15 and I need it as 13 for Level/HD 1; then at level/HD 2 it will be 14, not 16.
I suppose I could put a negative modifier to adjust the attributes to the correct starting value, but I was hoping I could just set the initial Level 1 value once and be done with it.
 
To get a starting strength of 13, in the "Strength Modifier" array in the editor options, set the 0 line to 3 (which will, at 1 or more HD, give you a racial strength bonus of +3, added to the default of 10, for a total of 13) (the 0 line is for 1 HD, the 1 line is for 2HD, and so on).
 
To get a starting strength of 13, in the "Strength Modifier" array in the editor options, set the 0 line to 3 (which will, at 1 or more HD, give you a racial strength bonus of +3, added to the default of 10, for a total of 13) (the 0 line is for 1 HD, the 1 line is for 2HD, and so on).

Out of curiosity, how do you access this array from a script? Last night I was tinkering with this in an attempt to set an AC's INT score programmatically, but kept getting errors that seemed to suggest the field didn't exist (don't have HL in front of me or I'd have more details).
 
Out of curiosity, how do you access this array from a script? Last night I was tinkering with this in an attempt to set an AC's INT score programmatically, but kept getting errors that seemed to suggest the field didn't exist (don't have HL in front of me or I'd have more details).
The syntax for accessing an array value is "hero.child[].field[xxxx].arrayvalue[Z]" where "Z" is the array element number. This can be a variable allowing you to "loop" through an array of values.

TO access an array element that is a string its "hero.child[].field[xxxx].arraytext[Z]".
 
Well colour me embarrassed. I wasn't seeing any changes in my test class' companion no matter what I did. Until I took the parent/prime character below 4th level, which removed the animal companion ability from the character, re-added 4th level and re-selected my new aniCom. Tah-freakin'-dah, there it was with all the base attributes at the correct value.

So thanks to all that helped me with this.
Alsø wik: TheIronGolem - "hero.child[].field[xxxx].dumparray" helps a ton.

Alsø alsø wik: Any idea as to why the "No attribute for?" (aINT) isn't blanking out the INT attribute? I can -10 on it, which gets the me the "-" mod value, but it doesn't disable the add/subtract arrows like the construct adjustment does for CON
 
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