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Multiple Animal Companions

AndrewD2

Well-known member
I'm working on a Ranger Archetype that gets 2 Animal Companions, both wolves, 1 at level 1 and one at level 4 (at -3 levels) but they both advance completely from the points they are gained. Is there a way to do this short of creating a race doing like Tim did with the Dragonrider (bootstrapping Hit Dice indvidiually and adding abilities). I tried using the Hero.MultiComp tag but that doesn't seem to allow them to fully advance from the levels they are gained.
 
Actually, now that I think on it. You could use multiple companions for this, but you'd have to have an eval rule check that there is exactly 1 multiple companion at Level X, and exactly 1 animal companion at Level X -3.

You'd also need an eval script to make sure the class was granting an appropriate number of "effective druid levels" to be split between the 2 companions.
 
Look on the cAnimClass pick, rather than the class.

Here is a bit of code that might be helpful

Code:
      if (tagis[Hero.MultiComp] <> 0) then
        allowed += hero.childfound[cAnimClass].field[CompClLev].value + hero.childfound[cAnimClass].field[CompClAdj].value

        if (hero.childfound[cAnimClass].field[MultComLev].value > allowed) then
          @valid = 0
          @message = "Your levels assigned to all Animal Companions exceeds your total animal companion levels allowed."
        elseif (hero.childfound[cAnimClass].field[MultComLev].value < allowed) then
          @valid = 0
          @message = "Your levels assigned to all Animal Companions is less than your total animal companion levels allowed."
          endif
        endif
 
Last edited:
That did help, I tend to forget to go through the Selection Fields list and look for things I wouldn't normally see that are bootstrapped.

Now the only thing I have left to figure out is how to target a specific copy of cAnimMult.

I figure it would be findchild. Something like:

Code:
hero.findchild[MultCompan,"somethingtoidentifynumberoneortwo"].field[finalLevel].value

for setting up the eval rule, I also need to figure how to make sure there aren't more than two.
 
Perhaps you could foreach through all cAnimMult in an early eval script, applying a Custom tag to them, then use the Custom tag to target a findchild in the later script.

Code:
var firstcomp as number
firstcomp = 1

foreach pick in MultCompan
  if (firstcomp <> 0) then
    perform assign[Custom.FirstComp]
  else
    perform assign[Custom.SecondComp]
    endif

  firstcomp = 0
  nexteach

Obviously, you'll need to define the custom tags elsewhere.
 
Excellent, I've got almost everything set, the only thing left is tricky and not sure it's possible. The first companion is a special version of the wolf that gets a few bonuses the second version is a regular wolf. Is it possible to create an eval rule that ensures that the first pick is the special wolf and the second pick is the regular?
 
I don't understand, can you give me more info on what sort of bonuses? If it's something you can do with an eval script you could use the custom tags to findchild the right minion and then transfer to that companion.
 
The bonuses aren't being granted through the class, I'm making a new race. What I need to do is make sure the ability tagged with Custom.PrimaryAni is Race A, while the one tagged with Custom.SecondAni is Race B.
 
Then when adding the Custom tag to the multiple companion, try minion transitioning to the Animal Companion and assigning it to the hero context there.

Then the eval scripts on your race check for which Custom tag they have on that hero and respond appropriately.
 
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