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mach_5 at rocketmail.com
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Old May 27th, 2003, 09:07 AM
I'm trying to fix a bug in the Warhammer Lizardmen files I just released
where the skink chief and priest seem to have unlimited magic items. I've
tried to change them to match other characters with similar magic item
allowances but they're still not working right. This is what I have now
in ABCreator for their Magic Items:
----------
#Items: 50
Internal Attribute:
ipts:total=50-each=50
----------

Now, the validation works fine; it won't let the user add too many points
in magic items, but the 'Items Left' counter in the item screen in AB does
not go down when the user takes magic items. The characters both have 50
to start but after taking say a 20pt item, it still reads 50. Can someone
enlighten me as to what exactly I'm doing wrong?

Thanks,
Mark

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

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  #1 Reply With Quote
s0093653 at sms.ed.ac.uk
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Old May 27th, 2003, 10:49 AM
I've fixed it by changing #Items to 100.
ArmyBuilder uses #Items or ipts, not both. If #items is set above 99 and ipts
is set, it decrements points rather than # (number) of items in the display.

HTH

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  #2 Reply With Quote
Colen
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Old May 27th, 2003, 01:23 PM
At 09:26 AM 5/27/2003 -0700, you wrote:

>I'm trying to fix a bug in the Warhammer Lizardmen files I just released
>where the skink chief and priest seem to have unlimited magic items. I've
>tried to change them to match other characters with similar magic item
>allowances but they're still not working right. This is what I have now
>in ABCreator for their Magic Items:
>----------
>#Items: 50
>Internal Attribute:
>ipts:total=50-each=50
>----------
>
>Now, the validation works fine; it won't let the user add too many points
>in magic items, but the 'Items Left' counter in the item screen in AB does
>not go down when the user takes magic items. The characters both have 50
>to start but after taking say a 20pt item, it still reads 50. Can someone
>enlighten me as to what exactly I'm doing wrong?

If you want to remove the 'number of items' box, simply give the unit an
infeasible number of item slots (like 100). The box will then be hidden.

It sounds like the magic item you chose is from a category that takes up 0
'slots' (this would be specified in the definition file). If this is the
case, the number of items allowed will still be 50 after you take it.


--
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Lone Wolf Development www.wolflair.com


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Colen is offline   #3 Reply With Quote
mach_5 at rocketmail.com
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Old May 27th, 2003, 01:54 PM
> If you want to remove the 'number of items' box, simply give the unit an
> infeasible number of item slots (like 100). The box will then be hidden.

The box is fine, I'd just like it to display how many points remaining the
unit has available.

> It sounds like the magic item you chose is from a category that takes up
> 0 'slots' (this would be specified in the definition file). If this is
> the case, the number of items allowed will still be 50 after you take
it.

Most of the magic item categories in the Warhammer files are set to take
up 0 slots. Players can have as many magic items as they have points to
afford.

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http://www.WCP-Vancouver.com

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  #4 Reply With Quote
Colen
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Old May 27th, 2003, 02:26 PM
At 02:33 PM 5/27/2003 -0700, you wrote:

> > If you want to remove the 'number of items' box, simply give the unit an
> > infeasible number of item slots (like 100). The box will then be hidden.
>
>The box is fine, I'd just like it to display how many points remaining the
>unit has available.

Indeed. If you have a points limit specified for a unit, and an unusual
item limit (like 100), the box shows the number of 'points left' that the
unit can take, rather than the item limit.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com


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Colen is offline   #5 Reply With Quote
mach_5 at rocketmail.com
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Old May 27th, 2003, 03:05 PM
> Indeed. If you have a points limit specified for a unit, and an unusual
> item limit (like 100), the box shows the number of 'points left' that
> the unit can take, rather than the item limit.

Yep, that seems to work. Is there any chance in future updates this could
be a bit more intuitive, or at least have more documentation available on
how the ipts attribute and #Items field interact?

Also, while we're on the subject of item allowances, I've got special
units (battle standard bearers) that are allowed to take x total points
from various different item categories OR 1 item from the magic standard
(stnd) category . Right now I use two clmt attributes:

clmt:stnd<=1-count
clmt:weap+armr+ench+ward<=50-points-msg=crbsb1

Now, AB seems to AND these two statements together, so a unit can have 1
stnd item AND 50 points of items from the other categories. The
workaround was to put a tweak on all of the stnd items that removes access
to all of the other groups (ie zspc:-weap, zspc:-armr, etc), that way
whenever a user adds a stnd item to the group they lose access to any
other items. Would you consider or have you considered adding
functionality to combine clmt statements using 'OR' or even other boolean
expressions in future releases of AB?

Thanks,
Mark

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

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  #6 Reply With Quote
Colen
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Old May 28th, 2003, 07:08 PM
At 03:56 PM 5/27/2003 -0700, you wrote:

> > Indeed. If you have a points limit specified for a unit, and an unusual
> > item limit (like 100), the box shows the number of 'points left' that
> > the unit can take, rather than the item limit.
>
>Yep, that seems to work. Is there any chance in future updates this could
>be a bit more intuitive, or at least have more documentation available on
>how the ipts attribute and #Items field interact?

Indeed, we'll do our best to improve the documentation on this issue. Sorry
for the confusion!

>Also, while we're on the subject of item allowances, I've got special
>units (battle standard bearers) that are allowed to take x total points
>from various different item categories OR 1 item from the magic standard
>(stnd) category . Right now I use two clmt attributes:
>
>clmt:stnd<=1-count
>clmt:weap+armr+ench+ward<=50-points-msg=crbsb1
>
>Now, AB seems to AND these two statements together, so a unit can have 1
>stnd item AND 50 points of items from the other categories.

Each clmt attribute will be evaluated independently - since each has its
own validation message, this needs to be the case, so the appropriate
validation messages will be displayed at all times.

>The
>workaround was to put a tweak on all of the stnd items that removes access
>to all of the other groups (ie zspc:-weap, zspc:-armr, etc), that way
>whenever a user adds a stnd item to the group they lose access to any
>other items. Would you consider or have you considered adding
>functionality to combine clmt statements using 'OR' or even other boolean
>expressions in future releases of AB?

While removing the item category using tweaks will work, an alternative
solution would be using types. If every magic standard assigns the type
'HasStd", then the weapons, armour, wards etc could all be restricted so
that if the type "HasStd" was present, they would be unselectable. It would
then be impossible to select a standard and weapons (etc) at the same time,
so the problem of the clmt attributes would not arise. This is exactly the
sort of thing types were designed to do, so I don't think that implementing
the expanded clmt attribute is really required. Thoughts?

Thanks,


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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Colen is offline   #7 Reply With Quote
mach_5 at rocketmail.com
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Old May 29th, 2003, 04:57 AM
> Each clmt attribute will be evaluated independently - since each has its
> own validation message, this needs to be the case, so the appropriate
> validation messages will be displayed at all times.

Fair enough, but I think it would be more useful if you were able to
combine both statements in one attribute and OR them together.

> While removing the item category using tweaks will work, an alternative
> solution would be using types. If every magic standard assigns the type
> 'HasStd", then the weapons, armour, wards etc could all be restricted so
> that if the type "HasStd" was present, they would be unselectable. It
> would
> then be impossible to select a standard and weapons (etc) at the same
> time,
> so the problem of the clmt attributes would not arise.

This would require me to put "utyp:!HasStd" on every magic item in the
game that is not a magic standard... I'm far too lazy for that! This way,
I simply add the tweak to each of the magic standards and everything
works.

> This is exactly the
> sort of thing types were designed to do, so I don't think that
> implementing
> the expanded clmt attribute is really required. Thoughts?

If I were able to use augmentation to globally assign the utyp:!HasStd
attribute to all items of specified categories and the type:HasStd to all
magic standards I would definitely go for it. Is that possible?

Mark

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

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  #8 Reply With Quote
Colen
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Posts: 4,690

Old May 29th, 2003, 11:25 PM
At 08:23 PM 5/28/2003 -0700, you wrote:
> > Each clmt attribute will be evaluated independently - since each has its
> > own validation message, this needs to be the case, so the appropriate
> > validation messages will be displayed at all times.
>
>Fair enough, but I think it would be more useful if you were able to
>combine both statements in one attribute and OR them together.

Quite possibly, but since the problem can be solved in several other ways,
it's unlikely to take precedence over other features that may be added.
Also, if clmt were changed to act as you request (ORing multiple attributes
by default), it would break many current datafiles which rely on its
current mode of operation.

I see your point, however, and we'll do our best to improve this
functionality in future releases of Army Builder.

> > While removing the item category using tweaks will work, an alternative
> > solution would be using types. If every magic standard assigns the type
> > 'HasStd", then the weapons, armour, wards etc could all be restricted so
> > that if the type "HasStd" was present, they would be unselectable. It
> > would
> > then be impossible to select a standard and weapons (etc) at the same
> > time,
> > so the problem of the clmt attributes would not arise.
>
>This would require me to put "utyp:!HasStd" on every magic item in the
>game that is not a magic standard... I'm far too lazy for that! This way,
>I simply add the tweak to each of the magic standards and everything
>works.

Instead of using tweaks, you could also use the item attribute 'spec' to
remove the categories from the unit. If multiple item categories need to be
removed, create a new, hidden, item with an attribute for each, and then
have each standard inherit from that item.

That should do exactly the same thing as is happening now, without the
tweaks. So it's another method to consider.

> > This is exactly the
> > sort of thing types were designed to do, so I don't think that
> > implementing
> > the expanded clmt attribute is really required. Thoughts?
>
>If I were able to use augmentation to globally assign the utyp:!HasStd
>attribute to all items of specified categories and the type:HasStd to all
>magic standards I would definitely go for it. Is that possible?

I'm afraid not. Sorry Either going with your tweaks solution or using
spec as I suggest above would seem to be the simplest solution at this point.

Hope this helps,


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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Colen is offline   #9 Reply With Quote
mach_5 at rocketmail.com
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Old May 30th, 2003, 02:15 AM
> Quite possibly, but since the problem can be solved in several other
> ways,
> it's unlikely to take precedence over other features that may be added.
> Also, if clmt were changed to act as you request (ORing multiple
> attributes
> by default), it would break many current datafiles which rely on its
> current mode of operation.
>
> I see your point, however, and we'll do our best to improve this
> functionality in future releases of Army Builder.

I'm really not suggesting changing the default, I certainly don't want to
invalidate old data files. Adding functionality to include multiple clmt
statements in a single attribute is really what I'm after.

For example, instead of these (which by default get and-ed together):

clmt:stnd<=1-count
clmt:weap+armr+ench+ward<=50-points-msg=crbsb1

I'd like to do something like this (the '|' is 'OR'):

clmtstnd<=1-count)|(weap+armr+ench+ward<=50-points)-msg=crbsb1

This allows for current datafiles to remain the same and perfectly valid,
but also added functionality to combine the statements in was other than
'AND' if need be.

> >This would require me to put "utyp:!HasStd" on every magic item in the
> >game that is not a magic standard... I'm far too lazy for that! This
> way,
> >I simply add the tweak to each of the magic standards and everything
> >works.
>
> Instead of using tweaks, you could also use the item attribute 'spec' to
> remove the categories from the unit. If multiple item categories need to
> be
> removed, create a new, hidden, item with an attribute for each, and then
> have each standard inherit from that item.
> That should do exactly the same thing as is happening now, without the
> tweaks. So it's another method to consider.

Yep, they're very similar. I'll probably just leave it as-is for now
(it's not really broken, after all...)

Thanks for your help!

Mark

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

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