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Old August 23rd, 2003, 09:10 AM
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There are 2 messages in this issue.

Topics in this digest:

1. Two quick questions
From: "jlmartin_excel_net" <jlmartin@wi.rr.com>
2. Re: Two quick questions
From: "Mr. Green" <mach_5@rocketmail.com>


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Message: 1
Date: Fri, 22 Aug 2003 16:33:08 -0000
From: "jlmartin_excel_net" <jlmartin@wi.rr.com>
Subject: Two quick questions

I need to do two different things in a file I'm building and am
running into problems in that I can't find the right attribute to
use:

First, a unit can take multiple options which affects their Close
Combat stat. For example, a short sword is CC=1 while a long sword
is CC=2. How do I have army builder use the best CC stat from the
options selected?

Second, a unit is allowed to take Rocks. A unit can have up to 3
Rocks for free, after that they must pay 1 point for every three
more. IOW, if you take 0-3, the cost zero, from 4-6 the cost is 1
point, etc.

These sound rather simple, I just can't find the right codes.

John



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Message: 2
Date: Fri, 22 Aug 2003 10:05:55 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Two quick questions


> First, a unit can take multiple options which affects their Close
> Combat stat. For example, a short sword is CC=1 while a long sword
> is CC=2. How do I have army builder use the best CC stat from the
> options selected?

There may be a better way to do this, but here's one way to go about it:

Create different options for each possible CC stat you want them to have,
and give each the stat or base attribute (depending how you want the
change displayed) as well as assign the unit a type referencing the stat
being applied. You will also want to hide these ones. For example:

Option "CC1"
stat:CC=1
type:CC1
hide

Option "CC2"
stat:CC=2
type:CC2
hide

... etc

Next add a utyp attribute to each that excludes the type you entered for
each 'greater' option, for example you would add "utyp:!(CC2|CC3)" for the
CC1 option and "utyp:!(CC3)" for the CC2 option. This makes the lesser
options not valid when the greater options are currently selected by the
unit.

Finally, create the options the users will select and have each one add
the applicable CC option using the more attribute, for example

Option "Sword"
more:CC1=incl

Option "Axe"
more:CC2=incl

Now, if the user selects both the Sword and Axe options, the CC1 and CC2
options will both also be added, but since you now have CC2, CC1 will no
longer be valid and it's attributes won't be applied to the unit, so the
user will have both Sword and Axe selected, but only the stat modifier of
the Axe will be shown on the roster.

> Second, a unit is allowed to take Rocks. A unit can have up to 3
> Rocks for free, after that they must pay 1 point for every three
> more. IOW, if you take 0-3, the cost zero, from 4-6 the cost is 1
> point, etc.

I'm having some trouble with this one myself... there is a bound cost
attribute for items, but I don't see any similar for options... I'll try
and get back to you on this.

> These sound rather simple, I just can't find the right codes.

Famous last words

Cheers,
Mark


=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

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