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How do I....?

  • Thread starter Thread starter tpcooper at earthlink.net
  • Start date Start date
T

tpcooper at earthlink.net

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Hey folks,
At the moment I'm trying to write a file to encompass the Custom
Force Creation rules for VOR (based on the great existing VOR files
available from the AB-Files egroup). It's the first AB file that
I've ever written so it's possible that I'm overlooking an attribute
or some common trick or something, but I couldn't figure out how to
do this: I need a tweak for an item that costs X% of the item or Y
points, which ever is higher. Any thoughts on how I could accomplish
this?

Thanks,
~Tim


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One fine day in the middle of the night, Tim Cooper
<tpcooper@earthlink.net> got up to write:

>Hey folks,
>At the moment I'm trying to write a file to encompass the Custom
>Force Creation rules for VOR (based on the great existing VOR files
>available from the AB-Files egroup). It's the first AB file that
>I've ever written so it's possible that I'm overlooking an attribute
>or some common trick or something, but I couldn't figure out how to
>do this: I need a tweak for an item that costs X% of the item or Y
>points, which ever is higher. Any thoughts on how I could accomplish
>this?

You won't be able to do it automatically - it's easy enough to do a
tweak that costs X% of the item, or that costs Y points, but you can't
take the maximum of the two. :(

--
'Not Colin' McAlister | License to Skrill
Email: demandred@skrill.org | Visit http://www.skrill.org/ today!
-----------------------------+------------------------------------
"Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time

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--- In armybuilder@egroups.com, 'Not Colin' McAlister & The Skrills
<demandred@s...> wrote:
> You won't be able to do it automatically - it's easy enough to do a
> tweak that costs X% of the item, or that costs Y points, but you
can't
> take the maximum of the two. :(

Arg. I was hoping that I just missed something. :(

Is there any way that I can restrict availability of a particular
Tweak based on the current cost of the item? For example, if the
Tweak costs 10% of Item cost or 10 pts (which ever is higher), I make
2 tweaks... one 10% and the other 10 pts, and only show the 10% one
if Item Cost > 100?

Or maybe some validation rule that says you can't have the 10% option
checked if the total item cost is less than 100pts?

Thanks, sorta..:)
~Tim


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If I remember how that stuff worked (it's been awhile), I think that the
game mechanic was that the item cost was modified by X% and could never go
above/below Y total points. If that is the case, you can probably use the
attribute that lets you bound the cost of the item.

Hope this helps,
Rob


At 08:39 PM 1/19/01 +0000, you wrote:
>Hey folks,
>At the moment I'm trying to write a file to encompass the Custom
>Force Creation rules for VOR (based on the great existing VOR files
>available from the AB-Files egroup). It's the first AB file that
>I've ever written so it's possible that I'm overlooking an attribute
>or some common trick or something, but I couldn't figure out how to
>do this: I need a tweak for an item that costs X% of the item or Y
>points, which ever is higher. Any thoughts on how I could accomplish
>this?
>
>Thanks,
>~Tim


---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com


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The cost calculations are always performed last, since the majority of game
systems derive the cost from the various attributes. This means
(unfortunately) that there is no way to base anything on the cost. If you
aren't able to use the cost bounding attribute for this purpose, please let
me know and I'll see if I can think of something. But I remember adding
that attribute specifically to handle the situations in VOR, so it's
probable that the attribute will give you what you need. Let me know....

Thanks, Rob


At 11:35 PM 1/19/01 +0000, you wrote:
>Is there any way that I can restrict availability of a particular
>Tweak based on the current cost of the item? For example, if the
>Tweak costs 10% of Item cost or 10 pts (which ever is higher), I make
>2 tweaks... one 10% and the other 10 pts, and only show the 10% one
>if Item Cost > 100?
>
>Or maybe some validation rule that says you can't have the 10% option
>checked if the total item cost is less than 100pts?


---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (650) 726-9689
Lone Wolf Development www.wolflair.com


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I'm trying to model the VOR custom "Attack Options" as Items and then
allow the user to set the attack's stats and various attributes
(template radius, extra damage, range, multiple shots, etc.. which
all affect the total cost of the "item") via Tweaks to that Item.
Unfortunately the rules for 2x and 3x damage are "Total Attack Point
Cost x 1.5, minimum +10 Points" and "Total Attack Point Cost x 2,
minimum of +20 Points" resepctively. (In fact there's also one
for "Primary Attack" that gives a 10% cost discount that is always at
least -2 points!) I looked into the Cost Bounding attribute, but it
seems taht I'd need to apply it to the Tweak (where it's not
available) rather than the Item, so I'm sorta stuck. I can also see
how this sort of rule would be fairly difficult to implement
internally, as it would HAVE to be calculated dead-last (and what do
you do if you have more than one with this sort of logic?)

I think for now I'll just make 2 sets of Tweaks, one with the flat
rate and one with the % and let the user pick the appropriate one...


Thanks for all the help!
~Tim
ps. how about a new attribute: "wbvcst:pct,fixedVal" (Wacky Bounded
VOR Cost)? :)

--- In armybuilder@egroups.com, Rob Bowes <rob@w...> wrote:
> The cost calculations are always performed last, since the majority
of game
> systems derive the cost from the various attributes. This means
> (unfortunately) that there is no way to base anything on the cost.
If you
> aren't able to use the cost bounding attribute for this purpose,
please let
> me know and I'll see if I can think of something. But I remember
adding
> that attribute specifically to handle the situations in VOR, so
it's
> probable that the attribute will give you what you need. Let me
know....
>
> Thanks, Rob
>
>
> At 11:35 PM 1/19/01 +0000, you wrote:
> >Is there any way that I can restrict availability of a particular
> >Tweak based on the current cost of the item? For example, if the
> >Tweak costs 10% of Item cost or 10 pts (which ever is higher), I
make
> >2 tweaks... one 10% and the other 10 pts, and only show the 10% one
> >if Item Cost > 100?
> >
> >Or maybe some validation rule that says you can't have the 10%
option
> >checked if the total item cost is less than 100pts?
>
>
> --------------------------------------------------------------------
-------
> Rob Bowes (rob@w...) (650) 726-9689
> Lone Wolf Development
www.wolflair.com


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