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Request for help on developing datafiles.

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I'm developing a variant set of datafiles, to cater for a set of house rules we use.

The main rule is that a unit with handweapon(s) as its only weapon gets a +1 on WS.
This replaces the +1 Armor save for units on foot using handweapon & shield.

I can set an "eval" up for the handweapon to add 1 to the WS, but can't work out how to restrict this to happen only when the handweapon is the only weapon.

Could I set up a non-visible option, with a Live attribute, a high priority, and the eval? But then how would I reference all the other weapons so that the Live attribute kicked in only when it should?

Could I use a Rule instead of an eval, but the problem of only getting it to kick in when no other weapons are present is still there.

I've thought of using an exclusion group, but I don't know the sytax for referencing an exclusion group in a Rule or Eval expression.

Any help anyone?
 
i think you would need to check to see if each weapon is selected indivudally... for example an option eval script that did this::

var isother as number
isother = unit.option[Halberd].selection + unit.option[ExtraHand].selection + unit.option[Shield].selection + unit.option[GreatWep].selection

isother would be 0 if halberd, extra hand weapon, shield and great weapon were NOT selected - so if isother = 0, you can add one to the WS?
 
Sounds reasonable.
Thanks very much for the help.

I've found a way (I think).
I have added another exclusion group (WepCount), and I'm checking that and the Shield exclusion group in a entity postlinks procedure.

However this involves going through all the files and altering all the exclusion groups.

It may well be easier to start again, and add an entity procedure along the lines suggested.

One thing I have noticed is that some units seem to get a better save than they should do, I think.
For example adding a shield to a Paladin gives a +1 save.
Changing from a shield to a greatweapon for the Gors in a beastherd changes them from a 6+/5+ to a "-".
Is this correct? It almost looks as though the extra save for sidearm & shield is built in - but I can't work out where the code for it is.
 
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