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fusilier at kc.rr.com
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Old January 21st, 2004, 06:04 AM
Searching through the archives, I couldn't find anything that related
to what I'm trying to do. So, maybe someone has a suggestion . . .

I have a generic character who is selected at runtime; his army has
no allies. But, he can pick a magical item that allows allies. So
what I want to do is to have the Allies list repopulated with the
race which the magic item will allow him to recruit. Other than
that, I want that entire race to be hidden.

As an example, all players can build only human armies. By taking a
magic book of summoning (item), the player will now be allowed to add
demons (from a list of demonic units) to his army.

So, how do I structure the definition of the magic item to repopulate
the list of allies at runtime?

Thanks.


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  #1 Reply With Quote
Colen
Senior Member
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Join Date: Dec 2008
Posts: 4,690

Old January 21st, 2004, 12:15 PM
At 05:54 AM 1/21/2004, you wrote:
>Searching through the archives, I couldn't find anything that related
>to what I'm trying to do. So, maybe someone has a suggestion . . .
>
>I have a generic character who is selected at runtime; his army has
>no allies. But, he can pick a magical item that allows allies. So
>what I want to do is to have the Allies list repopulated with the
>race which the magic item will allow him to recruit. Other than
>that, I want that entire race to be hidden.
>
>As an example, all players can build only human armies. By taking a
>magic book of summoning (item), the player will now be allowed to add
>demons (from a list of demonic units) to his army.
>
>So, how do I structure the definition of the magic item to repopulate
>the list of allies at runtime?

I don't think you can.

The only way (IIRC) that you can add allies is through the 'ally:' race
attribute, which can only depend on the mode, race, and so forth. The only
way I can see of doing what you need is always allowing the 'Horrible
Demon' race to be taken as allies, but then throwing up a validation error
if any 'Horrible Demon' units are taken without the 'Magic Book of Summoning'.

Hope this helps,


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



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Colen is offline   #2 Reply With Quote
fusilier at kc.rr.com
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Old January 21st, 2004, 01:49 PM
Figured that's what I'd have to do, although it isn't as elegant a
solution as I'd like. I got motivated to try it when I figured out
how to have categories of items appear and disappear from the drop-
down list by adding or subtracting other items. Oh well.

--- In armybuilder@yahoogroups.com, Colen McAlister <colen@w...>
wrote:
> At 05:54 AM 1/21/2004, you wrote:
> >Searching through the archives, I couldn't find anything that
related
> >to what I'm trying to do. So, maybe someone has a suggestion . . .
> >
> >I have a generic character who is selected at runtime; his army has
> >no allies. But, he can pick a magical item that allows allies. So
> >what I want to do is to have the Allies list repopulated with the
> >race which the magic item will allow him to recruit. Other than
> >that, I want that entire race to be hidden.
> >
> >As an example, all players can build only human armies. By taking
a
> >magic book of summoning (item), the player will now be allowed to
add
> >demons (from a list of demonic units) to his army.
> >
> >So, how do I structure the definition of the magic item to
repopulate
> >the list of allies at runtime?
>
> I don't think you can.
>
> The only way (IIRC) that you can add allies is through the 'ally:'
race
> attribute, which can only depend on the mode, race, and so forth.
The only
> way I can see of doing what you need is always allowing
the 'Horrible
> Demon' race to be taken as allies, but then throwing up a
validation error
> if any 'Horrible Demon' units are taken without the 'Magic Book of
Summoning'.
>
> Hope this helps,
>
>
> --
> Colen McAlister (colen@w...)
> Lone Wolf Development
www.wolflair.com


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  #3 Reply With Quote
mach_5 at rocketmail.com
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Posts: n/a

Old January 21st, 2004, 03:26 PM
What you can do is add validation that will show an error if the user
attempts to add a certain type of unit without taking the item that gives
them access to it. As far as adding/removing units from sight in the list
of available units while you're in the middle of creating the roster
that's not possible; they're either available or not.

Mark


--- jizbrand <fusilier@kc.rr.com> wrote:
> Searching through the archives, I couldn't find anything that related
> to what I'm trying to do. So, maybe someone has a suggestion . . .
>
> I have a generic character who is selected at runtime; his army has
> no allies. But, he can pick a magical item that allows allies. So
> what I want to do is to have the Allies list repopulated with the
> race which the magic item will allow him to recruit. Other than
> that, I want that entire race to be hidden.
>
> As an example, all players can build only human armies. By taking a
> magic book of summoning (item), the player will now be allowed to add
> demons (from a list of demonic units) to his army.
>
> So, how do I structure the definition of the magic item to repopulate
> the list of allies at runtime?
>
> Thanks.
>
>


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

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  #4 Reply With Quote
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