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Digest Number 506

  • Thread starter Thread starter armybuilder at yahoogroup
  • Start date Start date
A

armybuilder at yahoogroup

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There are 13 messages in this issue.

Topics in this digest:

1. Help with Inheritance and a Core Set of Units
From: errett@triusenterprises.com
2. RE: Tweaks, fixed cost for zrng items
From: "Michael Earley" <ace@madbomber.net>
3. RE: Tweaks, fixed cost for zrng items
From: Rob Bowes <rob@wolflair.com>
4. RE: Tweaks, fixed cost for zrng items
From: "Michael Earley" <ace@madbomber.net>
5. RE: Tweaks, fixed cost for zrng items
From: Rob Bowes <rob@wolflair.com>
6. RE: Tweaks, fixed cost for zrng items
From: "Michael Earley" <ace@madbomber.net>
7. Re: Item #Limits
From: "James Everett" <jetedguy@hotmail.com>
8. Re: Help with Inheritance and a Core Set of Units
From: Colen 'Skrillboy' McAlister <demandred@skrill.org>
9. Re: Help with Inheritance and a Core Set of Units
From: Rob Bowes <rob@wolflair.com>
10. Re: Help with Inheritance and a Core Set of Units
From: Rob Bowes <rob@wolflair.com>
11. Re: 2.2a Mysterious Conflict with Windows 98 SE
From: ice_age@hotmail.com
12. Re: Items cost being rolled up into parent
From: woodywalton@hotmail.com
13. Re: Help with Inheritance and a Core Set of Units
From: errett@triusenterprises.com


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Tue, 11 Sep 2001 14:10:33 -0000
From: errett@triusenterprises.com
Subject: Help with Inheritance and a Core Set of Units

Hi All-

I would like to create a new set of files which leverage AB's
inheritance features. I am not sure if this system can be modeled and
if so, I am too stupid to figure it out. I've read through several
posts here on chld and the inherit attributes, as well as the
ABCreator docs and am just not smart enough to determine where to
start. Here is what I am hoping to accomplish:

A system in which all units (in every army) are based on a core set
of units (Humans for example) in terms of stats and costs. Each race
(in game terms - not AB terms; Orcs, Trolls, etc.) has a set of
modifiers to those stats and cost. So a Troll could be St+2, Ld-3,
etc. These races can be combined in a roster to create an army: an
army of Orcs, Goblins, and Trolls for example.

I had hoped to create a core set of units comprised of things
like 'Foot Trooper', 'Cavalry', etc. These units have a default set
of stats and cost. Then each race file has a set of units based on
the core set and inherit their stats and cost. The race file would
control the name and what options are available for each unit, such
that a unit 'Orc Infantry' would start out by inheriting the basic
Foot Trooper stats and cost and then via attributes would modify
these stats and the cost as per the Orc race. Furthermore, the user
can choose from core options (global to all armies) such as Shield,
or Light Armor; but also race specific options such as Choppa, and in
some cases unit specific options such as Upgrade to Big 'Uns.

The end result in all this is that once the core file is created, the
specific race files should be fairly easy to implement (I hope!). At
least in a sense that the race file authors do not need to create 35
units from scratch but rather create a global (to the new race) set
of stat and cost modifiers; point the new units to a logical parent
and add the unit specific data.

My hope is that ultimately most of this would be transparent to the
user who simply chooses an army type and picks units which appear to
be specific to that army.

So any general or specific help would be greatly appreciated. I'm
sorry if I am asking an age-old question, if so just point me to the
answer.

Thank you!
Errett



________________________________________________________________________
________________________________________________________________________

Message: 2
Date: Tue, 11 Sep 2001 09:58:27 -0400
From: "Michael Earley" <ace@madbomber.net>
Subject: RE: Tweaks, fixed cost for zrng items

OK--how does zmor work? I'm having trouble getting it to work.
Specifically:

I've got Tweak A, with "zrng:0-999" specified, for Item 1. The cost of
Tweak A is 0. On Item 1, Tweak A is specified as "Cost".

I create Tweak B, with a cost of 5 (how much ALL selections, regardless of
count, the Tweak A costs).

Do i put the zmor attribute on Tweak A, or Tweak B?

What do I specify as the relationship on zmor? "Auto", since I want it to
automatically be selected when Tweak A goes above 0 (in a zrng:0-999)?

Do I have to put Tweak B on the "Tweak" list for Item 1? If so, as what
type? Cost? Auto?

I was trying zmor, and couldn't seem to get it to work...Thanks in
advance...

> -----Original Message-----
> From: Rob Bowes [mailto:rob@wolflair.com]
> Sent: Monday, September 10, 2001 11:02 PM
> To: armybuilder@yahoogroups.com
> Subject: RE: [AB] Tweaks, fixed cost for zrng items
>
>
> Try the following. Assign a cost of "0" to the tweak. Then
> use "zmor" to
> chain to a separate hidden tweak that has the proper cost
> associated with
> it. IIRC, the chained tweak will only be processed if the
> count for the
> primary tweak is non-zero. This way, you can have let the
> user select the
> tweak as many times as he wants, but the cost of the tweak
> will only be
> applied once, and only if the user selects the tweak at least once.
>
> Let me know if this works....
>
> Thanks, Rob
>
>
> At 04:04 PM 9/10/2001 -0400, you wrote:
> >sadly, zcst:single references the ITEM'S count, not the
> tweak's count. Or
> >at least that's what it says. And when I tried it, it didn't work...
>
>
> --------------------------------------------------------------
> -------------
> Rob Bowes (rob@wolflair.com)
> (650) 726-9689
> Lone Wolf Development
> www.wolflair.com
>
>
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