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Adjusting a child units stats when selecting an item

  • Thread starter Thread starter lbrooks at kooee.com.au
  • Start date Start date
L

lbrooks at kooee.com.au

Guest
sorry if this has been asked before...


is this possible? if so what is the attribute that will do it?


the example i am working on is:

i have a character with a child unit (the mount), and one item available to
him changes the movement rate of the mount he is riding.


Lee.
 
At 12:32 AM 11/28/2002 +1100, you wrote:
>sorry if this has been asked before...
>
>
>is this possible? if so what is the attribute that will do it?
>
>
>the example i am working on is:
>
> i have a character with a child unit (the mount), and one item available to
>him changes the movement rate of the mount he is riding.

There are a couple of ways you could do it.

1) Give the item the 'type:SuparMove-child' attribute, which will give the
mount (and all other child units) the 'SuparMove' type. Then give all the
mounts it applies to an option which, if it has the SuparMove type
(utyp:SuparMove), changes the movement stat by an appropriate amount
(stat:Move+1 or whatever).

2) Give the item the 'type:MountMove' attribute, then give the character an
option which, when he has type 'MountMove' (utyp:MountMove) changes the
movement stat of the mount by an appropriate amount (chld:Mount@Move+1 or
whatever, assuming every mount has the type 'Mount').


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com
 
Thanks for the help.



1 more problem...

how can i allow a unit to select specal items, based upon the existence of
another unit (not a parent unit).

example.

a unit of soldiers can have access to 25 points worth of potions if there is
an apothacary in the army.

the potions are special items.


Lee.
 
I'm not too sure on this one... inter-unit dependancies are pretty tough. Colen?? Any ideas?
So far, the worst thing I have had to sort out is in the new Chaos Codex when a unit can take any number of veteran skill options, unless they have a mark of chaos, in which case they can only take one.... you should see the utyp statement on that one hehehe I finally found a use for the xor........

Lee Brooks <lbrooks@kooee.com.au> wrote:Thanks for the help.



1 more problem...

how can i allow a unit to select specal items, based upon the existence of
another unit (not a parent unit).

example.

a unit of soldiers can have access to 25 points worth of potions if there is
an apothacary in the army.

the potions are special items.


Lee.



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[Non-text portions of this message have been removed]
 
At 08:42 PM 12/3/2002 +1100, you wrote:
>Thanks for the help.
>
>
>
>1 more problem...
>
>how can i allow a unit to select specal items, based upon the existence of
>another unit (not a parent unit).
>
>example.
>
>a unit of soldiers can have access to 25 points worth of potions if there is
>an apothacary in the army.
>
>the potions are special items.

Give the apothecary the type 'IsApothec'. (You may also need to give him
the 'forc' unit local attribute, if he's going to be the child of another
unit.)

Put the potions in a separate item category, called (for example) Potions.
Use the 'ireq' race attribute to ensure you can't take more than 25 points
of items from the Potions category. Make each potion assign the type
'HasPotion' when it's taken.

Add a race validation rule attribute (using trat, for example) that
displays an error if the type 'HasPotion' is present without the type
'IsApothec' also being present. For example,
'trat:IsApothec@1m:HasPotion@1m-flat'.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com
 
thanks again that worked perfectly.

sorry to be a pain, but i have another problem...is there any way to
add an option to all units (like the glob option) but have it come
into effect AFTER i have added a special character?

or (if this is easier) is there a way to assign a 'type' to all units
after the special character has been added?



Lee.
 
At 05:15 AM 12/4/2002 +0000, you wrote:
>thanks again that worked perfectly.
>
>sorry to be a pain, but i have another problem...is there any way to
>add an option to all units (like the glob option) but have it come
>into effect AFTER i have added a special character?
>
>or (if this is easier) is there a way to assign a 'type' to all units
>after the special character has been added?

Unless there's a parent/child relationship involved, there is no way for
separate units to affect each other. For example, if you add units X, Y and
Z to your roster, Unit X can't assign a type to unit Z, or force unit Y to
take an option.

What exactly are you trying to achieve? From your description, I'd suggest
the following: Let's say you have a special character called 'Mr Skrill'
who, if present, allows other units to take a 'Skrill Cannon' option. To do
this, Mr Skrill should have the type 'MrSkrill', while the Skrill Cannon
option should assign the type 'SkrillCan' when taken. Then you just need to
write a validation rule (again using trat, similar to the one I proposed in
the last email) that makes sure if any units of type 'SkrillCan' are
present, at least one unit of type 'MrSkrill' is present. The Skrill Cannon
option will always be available to your units, but will produce a
validation error if you select it without first taking Mr Skrill.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com
 
> What exactly are you trying to achieve? From your description, I'd
suggest
> the following: Let's say you have a special character called 'Mr
Skrill'
> who, if present, allows other units to take a 'Skrill Cannon'
option. To do
> this, Mr Skrill should have the type 'MrSkrill', while the Skrill
Cannon
> option should assign the type 'SkrillCan' when taken. Then you just
need to
> write a validation rule (again using trat, similar to the one I
proposed in
> the last email) that makes sure if any units of type 'SkrillCan'
are
> present, at least one unit of type 'MrSkrill' is present. The
Skrill Cannon
> option will always be available to your units, but will produce a
> validation error if you select it without first taking Mr Skrill.
>


thats exactly what i was trying to do, i was just wondering if there
was a way to hide the 'SkrillCan' option until 'MrSkrill' was
actually in the army.
 
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