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Two quick questions

  • Thread starter Thread starter jlmartin at wi.rr.com
  • Start date Start date
J

jlmartin at wi.rr.com

Guest
I need to do two different things in a file I'm building and am
running into problems in that I can't find the right attribute to
use:

First, a unit can take multiple options which affects their Close
Combat stat. For example, a short sword is CC=1 while a long sword
is CC=2. How do I have army builder use the best CC stat from the
options selected?

Second, a unit is allowed to take Rocks. A unit can have up to 3
Rocks for free, after that they must pay 1 point for every three
more. IOW, if you take 0-3, the cost zero, from 4-6 the cost is 1
point, etc.

These sound rather simple, I just can't find the right codes.

John


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> First, a unit can take multiple options which affects their Close
> Combat stat. For example, a short sword is CC=1 while a long sword
> is CC=2. How do I have army builder use the best CC stat from the
> options selected?

There may be a better way to do this, but here's one way to go about it:

Create different options for each possible CC stat you want them to have,
and give each the stat or base attribute (depending how you want the
change displayed) as well as assign the unit a type referencing the stat
being applied. You will also want to hide these ones. For example:

Option "CC1"
stat:CC=1
type:CC1
hide

Option "CC2"
stat:CC=2
type:CC2
hide

... etc

Next add a utyp attribute to each that excludes the type you entered for
each 'greater' option, for example you would add "utyp:!(CC2|CC3)" for the
CC1 option and "utyp:!(CC3)" for the CC2 option. This makes the lesser
options not valid when the greater options are currently selected by the
unit.

Finally, create the options the users will select and have each one add
the applicable CC option using the more attribute, for example

Option "Sword"
more:CC1=incl

Option "Axe"
more:CC2=incl

Now, if the user selects both the Sword and Axe options, the CC1 and CC2
options will both also be added, but since you now have CC2, CC1 will no
longer be valid and it's attributes won't be applied to the unit, so the
user will have both Sword and Axe selected, but only the stat modifier of
the Axe will be shown on the roster.

> Second, a unit is allowed to take Rocks. A unit can have up to 3
> Rocks for free, after that they must pay 1 point for every three
> more. IOW, if you take 0-3, the cost zero, from 4-6 the cost is 1
> point, etc.

I'm having some trouble with this one myself... there is a bound cost
attribute for items, but I don't see any similar for options... I'll try
and get back to you on this.

> These sound rather simple, I just can't find the right codes.

Famous last words ;)

Cheers,
Mark


=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

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At 04:33 PM 8/22/2003 +0000, you wrote:
>I need to do two different things in a file I'm building and am
>running into problems in that I can't find the right attribute to
>use:
>
>First, a unit can take multiple options which affects their Close
>Combat stat. For example, a short sword is CC=1 while a long sword
>is CC=2. How do I have army builder use the best CC stat from the
>options selected?

Is it possible for a unit to have a short sword *and* a long sword? From
what you've said, it doesn't make any sense for a unit to have both, so the
simple solution is for the options to belong to the same conflict group or
disable one another if selected.

>Second, a unit is allowed to take Rocks. A unit can have up to 3
>Rocks for free, after that they must pay 1 point for every three
>more. IOW, if you take 0-3, the cost zero, from 4-6 the cost is 1
>point, etc.

The simple way is to make two options - 'free rocks' and 'extra rocks'.
Both go from 0-3, while the free rocks are free, and the extra rocks have a
cost of one.

The complex way is to make one option, 'rocks'. Have this option cost 1
point, and go from 0-6. Also create a new stat, called 'NumRocks' for the
sake of argument, and have the option increase this stat by 1 (this means
if 4 rocks are taken, the NumRocks stat will be 4). Then define two other
options, called 'RockFree' and 'RockCost', that are given to the unit if
the 'Rocks' option is selected (using 'more:RockFree=auto' and a similar
rule for RockCost). RockFree should have a cost of 0 and these attributes:

hide
usta:NumRocks<=3
cost:stat@NumRocks*-1

This means that when the NumRocks stat is <= 3, the option will subtract
that NumRocks points from the unit cost, effectively cancelling out the
cost of the 'Rocks' option.

RockCost should have a cost of -3 and these attributes:

hide
usta:NumRocks>=4

This means that when the NumRocks stat is >= 4, the option will always cost
-3 points, effectively cancelling out the first 3 Rocks taken.

Hope this helps,


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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--- In armybuilder@yahoogroups.com, "jlmartin_excel_net"
<jlmartin@w...> wrote:
>
> Second, a unit is allowed to take Rocks. A unit can have up to 3
> Rocks for free, after that they must pay 1 point for every three
> more. IOW, if you take 0-3, the cost zero, from 4-6 the cost is 1
> point, etc.

I needed two extra stats to make this work, but it works :-)
There may be a better way to do this.

You will need two extra stats, T1 & T2 (temp1 and temp2 :-)
Make sure the # of decimals is 0 for T2 (in the stats section of the
def file).
Now you need to change your Rocks option to increment the T1 stat
everytime you add a rock.
So the attributes will be:
rang:0-99 (or whatever your maximum is)
base:T1+1 (if the cost is more than one, change this value to the
cost)

Now create another option with Priority of N/A or Last - as long as
it's after the Rock options priority. This option needs to be
assigned to the same unit(s) as the Rocks option and should have the
following attributes:
hide
usta:T1>3
base:T2=(T1-1/3)-rounddown
cost:stat@T2
cost:single (unless you want the cost to be multiplied by the number
of models in the unit - in which case leave this one out)

Enjoy,
Russell.
--
Russell Sparkes, rjs@inorbit.com, http://www24.brinkster.com/rjsoz
"Experience is what you get just after you needed it" - Unknown


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--- In armybuilder@yahoogroups.com, Colen McAlister <colen@w...>
wrote:
>
> Is it possible for a unit to have a short sword *and* a long
sword? From
> what you've said, it doesn't make any sense for a unit to have
both, so the
> simple solution is for the options to belong to the same conflict
group or
> disable one another if selected.
>

I must apologize since my example was bad. You see, in my file a
unit can take the following say:

Long Sword, Pistol, Rocks, Rifle, Entrnching Tool, Bayonet, etc.

Of the unit's total equipment, one option is going to have the
highest CC score and I wanted this score to show up on stat line as
the CC ability score for the unit.

I could have made a note for each option listing the CC score that
would print out on the roster BUT other units have a CC ability
score 'built in' so it made sense to make it a stat line sort of
thing.

> The simple way is to make two options - 'free rocks' and 'extra
rocks'.
> Both go from 0-3, while the free rocks are free, and the extra
rocks have a
> cost of one.
>

This sounds like the way to go I think. It isn't possible to make
an option cost 1/3 of a point but round up the unit's cost, is it?

Thanks to everyone for your help, I've gotten a lot of food for
thought here.
John


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At 04:30 PM 8/27/2003 +0000, you wrote:
>--- In armybuilder@yahoogroups.com, Colen McAlister <colen@w...>
>wrote:
> >
> > Is it possible for a unit to have a short sword *and* a long
>sword? From
> > what you've said, it doesn't make any sense for a unit to have
>both, so the
> > simple solution is for the options to belong to the same conflict
>group or
> > disable one another if selected.
> >
>
>I must apologize since my example was bad. You see, in my file a
>unit can take the following say:
>
>Long Sword, Pistol, Rocks, Rifle, Entrnching Tool, Bayonet, etc.
>
>Of the unit's total equipment, one option is going to have the
>highest CC score and I wanted this score to show up on stat line as
>the CC ability score for the unit.
>
>I could have made a note for each option listing the CC score that
>would print out on the roster BUT other units have a CC ability
>score 'built in' so it made sense to make it a stat line sort of
>thing.

Are there a limited amount of CC values (e.g. 1, 2, 3, 4)? If so, you could
make 4 categories, CC1, CC2, CC3 and CC4. Give all CC1 options the CC1
category, and give them a 'base:CC=1' attribute, and so on. That way the
highest CC weapon a unit has will be the last one to be evaluated, and the
value it sets the CC stat to will be applied.

(If you go this way, it'll probably be a good idea to add extra categories
after the CC ones as 'placeholders', so you can easily insert higher CC
values if they appear.)

> > The simple way is to make two options - 'free rocks' and 'extra
>rocks'.
> > Both go from 0-3, while the free rocks are free, and the extra
>rocks have a
> > cost of one.
> >
>
>This sounds like the way to go I think. It isn't possible to make
>an option cost 1/3 of a point but round up the unit's cost, is it?

I'm afraid not. You can do rounding up with stats, but not with the unit cost.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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