• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Summon Enhancements question

TheMaskedFerret

Well-known member
When you select the 'Summoned Creature' option in the Configure Your Hero screen, it adds the tags [Hero.Summoned] and [source.SummonCrea] to the creature. It also modified the "Classes" tab UI, including filling the "Choose Summon Enhancements" table.

What mechanism fills the "Choose Summon Enhancements" table?

I created an adjustment that adds the tags [Hero.Summoned] and [source.SummonCrea] to a creature (specifically, my Eidolon, which is a summoned creature and can benefit from some of the Summon Enhancements such as Augmented Summoning). However, the "Choose Summon Enhancements" table stays empty. What did I miss?
 
From my tests, that should work, so I am guessing it is a timing issue. When is your script running? There is a Live test for those bootstrapped augmentations at First 500, so put your script before then.
 
From my tests, that should work, so I am guessing it is a timing issue. When is your script running? There is a Live test for those bootstrapped augmentations at First 500, so put your script before then.

I had it set for First 4000.

I set it to First 499, and that fixed the issue. Thanks!
--------------------------------------------

Some more questions regarding Summon Enhancements: (And thank you for implementing them)

  • Moonlight Summons
    • shed Light as a light spell - should that be implemented as a Special on the creature?
    • their natural weapons are treated as silver for the purpose of overcoming Damage reduction - will a mention of this be added to the natural weapons? How would I go about doing that myself?
  • Starlight Summons
    • their natural weapons are treated as cold iron for the purpose of overcoming Damage reduction - will a mention of this be added to the natural weapons? How would I go about doing that myself?
  • Sunlight Summons
    • shed Light as a light spell - should that be implemented as a Special on the creature?
    • their natural weapons are treated as magical for the purpose of overcoming Damage reduction - will a mention of this be added to the natural weapons? How would I go about doing that myself?
 
Shedding light doesn't seem like something that needs tracking to me.

What DR a particular weapon bypasses is not tracked by HL at this time.
 
Shedding light doesn't seem like something that needs tracking to me.

What DR a particular weapon bypasses is not tracked by HL at this time.

I figured out how to make the "treated as Silver/Cold Iron/Magical" work for now, if you are interested. I just added them as Situational bonuses to all of the natural weapon/unarmed attacks.
 
Shedding light doesn't seem like something that needs tracking to me.

Actually, I added a power for this to my own files because I have a lot of human characters and being able to see is important to them. :)

I also added a condition "Carrying Light" because sometimes the ones carrying the light become targets for enemies who prefer darkness.
 
Back
Top