Alright, so step 1 is to create the class ability:
Open the editor and start a new file (or open an existing one). Go to the Class Group tab, and choose the Class Special sub tab. Create a new class special, give it a name, unique ID, and whatever description you like. Click the blue "Eval Scripts" button on the upper right. Add a new eval script, and choose the PostAttr phase and the 10000 priority. Here is the code the first worlder uses for its eval script
Code:
if (field[xIndex].value >= 10) then
field[listname].text = "Summon Nature's Ally IX or Gate"
elseif (field[xIndex].value = 9) then
field[listname].text = "Summon Nature's Ally IX"
elseif (field[xIndex].value = 8) then
field[listname].text = "Summon Nature's Ally VIII"
elseif (field[xIndex].value = 7) then
field[listname].text = "Summon Nature's Ally VII"
elseif (field[xIndex].value = 6) then
field[listname].text = "Summon Nature's Ally VI"
elseif (field[xIndex].value = 5) then
field[listname].text = "Summon Nature's Ally V"
elseif (field[xIndex].value = 4) then
field[listname].text = "Summon Nature's Ally IV"
elseif (field[xIndex].value = 3) then
field[listname].text = "Summon Nature's Ally III"
elseif (field[xIndex].value = 2) then
field[listname].text = "Summon Nature's Ally II"
elseif (field[xIndex].value = 1) then
field[listname].text = "Summon Nature's Ally I"
endif
~only run the rest for the first copy
doneif (tagis[Helper.FirstCopy] = 0)
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] = 0)
field[trkMax].value += 3 + #attrbonus[aCHA]
if (field[xCount].value >= 10) then
field[livename].text = "Summon Nature's Ally IX or Gate"
perform assign[SpInfo.spSummNat9]
perform assign[SpInfo.spGate9]
elseif (field[xCount].value = 9) then
field[livename].text = "Summon Nature's Ally IX"
perform assign[SpInfo.spSummNat9]
elseif (field[xCount].value = 8) then
field[livename].text = "Summon Nature's Ally VIII"
perform assign[SpInfo.spSummNat8]
elseif (field[xCount].value = 7) then
field[livename].text = "Summon Nature's Ally VII"
perform assign[SpInfo.spSummNat7]
elseif (field[xCount].value = 6) then
field[livename].text = "Summon Nature's Ally VI"
perform assign[SpInfo.spSummNat6]
elseif (field[xCount].value = 5) then
field[livename].text = "Summon Nature's Ally V"
perform assign[SpInfo.spSummNat5]
elseif (field[xCount].value = 4) then
field[livename].text = "Summon Nature's Ally IV"
perform assign[SpInfo.spSummNat4]
elseif (field[xCount].value = 3) then
field[livename].text = "Summon Nature's Ally III"
perform assign[SpInfo.spSummNat3]
elseif (field[xCount].value = 2) then
field[livename].text = "Summon Nature's Ally II"
perform assign[SpInfo.spSummNat2]
elseif (field[xCount].value = 1) then
field[livename].text = "Summon Nature's Ally I"
perform assign[SpInfo.spSummNat1]
endif
Save the file, and hit the Test Now button in the upper left of the editor.
Now go to the archetype tab in the editor and create a new archetype (again give it whatever name, unique ID, and description you like). Click the Bootstrap button in the upper right, and add 10 bootstraps of the class ability you created by entering it's unique ID to the right of the "choose" button for each bootstrap. Then for each bootstrap click on the tags button and add a ClSpecWhen tag for each. The Group ID is ClSpecWhen, and the Tag ID is the number of the level you want that copy of the class ability to be added at (so the first copy will be ClSpecWhen.1, the second will be ClSpecWhen.3, and so on).
Once all those bootstraps are done hit "OK", and look at the central column. For Class to Modify, choose summoner. A couple lines down on "Removed Class Special", click the button to open the list. Type "Summon Monster" in the field at the top to filter the list. Find the ability which is the original summoner class' class abilities and check it's box. If you're confused on which ability's box to check, click on the (?) on the right side of the name to see that abilities unique ID. The unique ID of the ability you want to replace is "cSumSuMons".
That done, hit the test now button for your archetype. Now test it out by adding it to a character. Make sure you have disabled the base class' ability and that you see your new ability at the correct levels.