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Making an option accessable to a unit by selection of an ite

  • Thread starter Thread starter woodywalton at hotmail.co
  • Start date Start date
W

woodywalton at hotmail.co

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I have been trying to think of the best way to accomplish this and
was wanting suggestions. Here is the scenario:

A unit A (wizard) selects item 1 (cauldron of life) which can them
increase the hit points of unit B (or any other core unit) by 1.
Unit B in this case may already be in the list so I do not want to
add a child unit to unit A.

I was thinking of giving the item an attribute "type:cauldron" and
then making an option that is triggered by type cauldron, but I am
unclear as to how I get this to affect the desired units. Is there
a way to get hidden options for unit b to "show" through some
mechanism like this?

Thanks...

Woody


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There is no way to link behaviors of two independent units. However, you
CAN enforce this via a validation rule. Each unit that can be assigned the
bonus must have an option to select that bonus. This optoin should define a
type value "HasBonus". Then the magic item is given a type like
"AllowBonus". You can then use "trat" to verify that there is exactly one
"AllowBonus" for every "HasBonus" in the roster.

The main downside of this approach is that every valid unit will always
have the option available to increase the HP by 1. In other game systems
where these sorts of behaviors exist, I believe the norm has been to NOT
have the user assign the bonus during roster construction. Instead, the
user can assign the bonus at game time, especially since deployment
situations and particular opponents may dictate different needs for which
unit gets assigned the bonus. However, you CAN implement this via the
method outlined above.

Hope this helps,
Rob


At 05:15 PM 9/5/2001 +0000, you wrote:
>I have been trying to think of the best way to accomplish this and
>was wanting suggestions. Here is the scenario:
>
>A unit A (wizard) selects item 1 (cauldron of life) which can them
>increase the hit points of unit B (or any other core unit) by 1.
>Unit B in this case may already be in the list so I do not want to
>add a child unit to unit A.
>
>I was thinking of giving the item an attribute "type:cauldron" and
>then making an option that is triggered by type cauldron, but I am
>unclear as to how I get this to affect the desired units. Is there
>a way to get hidden options for unit b to "show" through some
>mechanism like this?
>
>Thanks...
>
>Woody


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


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At 17:15 05/09/2001 +0000, you wrote:
>I have been trying to think of the best way to accomplish this and
>was wanting suggestions. Here is the scenario:
>
>A unit A (wizard) selects item 1 (cauldron of life) which can them
>increase the hit points of unit B (or any other core unit) by 1.
>Unit B in this case may already be in the list so I do not want to
>add a child unit to unit A.
>
>I was thinking of giving the item an attribute "type:cauldron" and
>then making an option that is triggered by type cauldron, but I am
>unclear as to how I get this to affect the desired units. Is there
>a way to get hidden options for unit b to "show" through some
>mechanism like this?

No, unfortunately not. But you can make the item give the type 'Cauldron',
then give the 'add hit points' option the type 'NeedsCauld', then make the
presence of the first type require the second (using trat, or similar)


--
Colen 'Skrillboy' McAlister, demandred@skrill.org
http://www.skrill.org/, http://www.incompetence-central.co.uk/
1 = 2, for large values of 1.


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