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- |%FOLLOWERTYPE.FAMILIAR|
- |FOR,%companion,0,COUNT[FOLLOWERTYPE.FAMILIAR]-1,1,0|
- <familiar>
- <!-- Note that only one familiar is allowed, so no support for multiple familiars
- New: 4/8/2010 - Added Support for multiple Familiars-->
- <name>|FOLLOWERTYPE.FAMILIAR.%companion.NAME|</name>
- <race>|FOLLOWERTYPE.FAMILIAR.%companion.RACE|</race>
- <hp>|FOLLOWERTYPE.FAMILIAR.%companion.HP|</hp>
- <ac>|FOLLOWERTYPE.FAMILIAR.%companion.BONUS.COMBAT.AC.TOTAL|</ac>
- <fortitude>|FOLLOWERTYPE.FAMILIAR.%companion.CHECK.FORTITUDE.TOTAL|</fortitude>
- <reflex>|FOLLOWERTYPE.FAMILIAR.%companion.CHECK.REFLEX.TOTAL|</reflex>
- <will>|FOLLOWERTYPE.FAMILIAR.%companion.CHECK.WILL.TOTAL|</will>
- <initiative_mod>|FOLLOWERTYPE.FAMILIAR.%companion.INITIATIVEMOD|</initiative_mod>
- <special_properties>|FOLLOWERTYPE.FAMILIAR.%companion.SPECIALLIST|</special_properties>
- <attacks>
- |FOR,%weap,0,COUNT[FOLLOWERTYPE.FAMILIAR.0.EQTYPE.WEAPON]-1,1,0|
- <attack>
- <common>
- <name>
- <short>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.NAME|</short>
- <long>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.LONGNAME|</long>
- </name>
- <category>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.CATEGORY|</category>
- <critical>
- <range>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.CRIT|</range>
- <multiplier>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.MULT|</multiplier>
- </critical>
- <to_hit>
- <hit>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.HIT|</hit>
- <magic_hit>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.MAGICHIT|</magic_hit>
- <total_hit>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.TOTALHIT|</total_hit>
- </to_hit>
- <feat>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.FEAT|</feat>
- <hand>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.HAND|</hand>
- <num_attacks>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.NUMATTACKS|</num_attacks>
- <reach>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.REACH|</reach>
- <reachunit>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.REACHUNIT|</reachunit>
- <size>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.SIZE|</size>
- <special_properties>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.SPROP|</special_properties>
- <template>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.TEMPLATE|</template>
- <type>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.TYPE|</type>
- <weight>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.WT|</weight>
- <sequence>|%weap|</sequence>
- </common>
- <simple>
- <to_hit>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.TOTALHIT|</to_hit>
- <damage>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.DAMAGE|</damage>
- <range>|FOLLOWERTYPE.FAMILIAR.0.WEAPON.%weap.RANGE|</range>
- </simple>
- </attack>
- <!-->
- |ENDFOR|
- -->
- </attacks>
- </familiar>
- |ENDFOR|
- |%|
- |%FOLLOWERTYPE.SPECIAL MOUNT|
- |FOR,%companion,0,COUNT[FOLLOWERTYPE.SPECIAL MOUNT]-1,1,0|
- <mount>
- <!-- Note that only one mount is allowed, so no support for multiple mounts
- Added Support as Eclipse allows for more than one Mount; also handy if you have a shapeshifting
- Mount - AM-->
- <name>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.NAME|</name>
- <race>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.RACE|</race>
- <hp>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.HP|</hp>
- <ac>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.BONUS.COMBAT.AC.TOTAL|</ac>
- <fortitude>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.CHECK.FORTITUDE.TOTAL|</fortitude>
- <reflex>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.CHECK.REFLEX.TOTAL|</reflex>
- <will>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.CHECK.WILL.TOTAL|</will>
- <initiative_mod>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.INITIATIVEMOD|</initiative_mod>
- <special_properties>|FOLLOWERTYPE.SPECIAL MOUNT.%companion.SPECIALLIST|</special_properties>
- <attacks>
- |FOR,%weap,0,COUNT[FOLLOWERTYPE.SPECIAL MOUNT.EQTYPE.WEAPON]-1,1,0|
- <attack>
- <common>
- <name>
- <short>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.NAME|</short>
- <long>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.LONGNAME|</long>
- </name>
- <category>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.CATEGORY|</category>
- <critical>
- <range>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.CRIT|</range>
- <multiplier>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.MULT|</multiplier>
- </critical>
- <to_hit>
- <hit>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.HIT|</hit>
- <magic_hit>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.MAGICHIT|</magic_hit>
- <total_hit>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.TOTALHIT|</total_hit>
- </to_hit>
- <feat>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.FEAT|</feat>
- <hand>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.HAND|</hand>
- <num_attacks>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.NUMATTACKS|</num_attacks>
- <reach>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.REACH|</reach>
- <reachunit>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.REACH|</reachunit>
- <size>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.SIZE|</size>
- <special_properties>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.SPROP|</special_properties>
- <template>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.TEMPLATE|</template>
- <type>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.TYPE|</type>
- <weight>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.WT|</weight>
- <sequence>|%weap|</sequence>
- </common>
- <simple>
- <to_hit>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.TOTALHIT|</to_hit>
- <damage>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.DAMAGE|</damage>
- <range>|FOLLOWERTYPE.SPECIAL MOUNT.0.WEAPON.%weap.RANGE|</range>
- </simple>
- </attack>
- |ENDFOR|
- </attacks>
- </mount>
- |ENDFOR|
- |%|
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