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How To
Categories can be defined in the army file (.cat) or in the main file (.gst). If you want a category to be shared, define it in the GST file. The army file will use this as shared category. All armies will see this category in their DataEditr. So do not define categoires here, if they are only relevant for one army.
For army specific categories, it's better to define them in the army directly. You can still mix & match with shared categories.
In the past, all categories have been defined in the main file. This is bad design and should be avoided, as every data editor will need to select a matching category out of a hundred entries.
A force entry defines limits on the army. An army can have access to multiple forces. This way you can implement a "normal" army with default limits and a special one with changes limits, e.g. like the Highborn Elves' Queen's Cavalier.
Forces can be defined in the army file (.cat) or the main file (.gst). If a force is defined in the main file, it will show up everytime you select an army, even if the match is nonsensical. E.g. if you define the force "Queen's Cavalier" in the GST file, you will be able to select that force, even if you selected "Vampire Counts" as your army. It's therefore advised to create the force entry in the army file. This way the users will only get meaningful selection, and the selections can be named "Default Force" without the necessity for additional naming outside of that army.
Old Way
$entry
Constraint: max 0 pts in Parent
increment [max 0 pts in Parent] by 4 (repeating)
Repeat: 1 times for every 10 pts limit in Roster
Better New Way
$entry
Constraint: max X % pts limit in Roster
Note: The selection for "pts limit" in the Query section might only appear after having selected "Roster" in the dropdown first.
Note: This will only work, if you pulled down the force entry into the army catalogue file.
Sometimes certain entries in your army will change the allowed percentages on categories or the allowed selections of entries. Use the following patterns to achieve this.
Example: Vermin Daemon in VS changes Tunnel Gunners percentage limit.
Force Entries
Category Link
Constraint: Min/Max XX% pts limit in Roster
Modifier: increment/decrement $Constraint by Y
Condition: If Greater Than 0 Selection in Roster of $modifyingEntry
You can base the change on having a unit present at all (see above) or even if they have a specific selection. Most common would be, that a certain model has Army General selected. In that case note the exact ID of the Army General entry of that selection entry and reference it in the condition.
Example: Fallen in WDG with Doomlord General and Ogre Khans Wildheart
Root Selection Entries:
Root Selection Entry
Constraint: Max X selections in Roster
Modifier: Set "Max X selections" to Y
Condition: If equal to 0 selections in Roster of $modifyingEntry
This pattern works the other way around. The specific adjustment is the base, and it gets reduced, if you don't have the proper selection. In the case of WDG Fallen, the Army General option of the Doomlord is referenced. Make sure to reference this one and not the common Army General option. In case of Wildheart, the Shared Wildheart Big Name is used.
In order to forbid units, set the constraint to 0. This is preferable to hide the entry alltogether. The reason is, that users can more easily modify their lists and compare options, without being unable to see and modify their now forbidden entries. Also it might be unclear for a user, why a certain entry is not visible anymore.
A common pitfall in the Path of Magic selection is to accomodate for the "Essence of a Free Mind" artefact. Typically the Path of Magic is a radio list, achieved by adding the constraints min 1 selections in parent and max 1 selections in parent to a Selection Group Entry.
To include the option of selecting two paths in case of an Essence of a Free Mind do the following:
Create a separate entry with constraints min 2 and max 2 and hide the entries for Path of Magic, based on whether or not the Essence of a Free Mind is equipped.
This way you have the easy single click selection in the normal use case and the proper rules in the Essence of a Free Mind edge case.
The easiest way to do this is the following:
- Declare the type of the SelectionEntry for the models as actual "models".
- Create a SelectionEntry as "upgrade". Give it 0 pts.
- Add a modify clause: Increment pts by X
- Add a repeat clause to the modifiers: Repeat 1 times per 1 selections of model in parent
These work much better than selection the specific unit entry and SelectionEntry. They can be freely copied to other locations and will make the file look much cleaner.
As each mount might have different point values per character riding it, the best way to implement is the following:
- Generate the mount in Shared Selection Entry.
- Add to the mount the constraints "Min 1 in Parent" and "Max 1 in Parent".
- Add all the special rules and profiles to the mount.
- Assign 0 points and no categories
For each character do the following:
- Create Selection Group Entry "Mount"
- Add "Max 1 in Parent" constraint
- Create local entries for every mount with the proper point cost and the added category (if necessary)
- Add "Max 1 in Parent" constraint to each local entry
- Put a link to the shared selection entry inside this.
Document how the following things can be done:
- Character Selection Options
- Basic Weapons
- Basic Armour
- Basic Upgrades
- Exactly One of selections
- Up to one selection
- Multiple selections
- Multiple selections with point limits (or other limits)
- Choosing different versions of a character
- Mutually exclusive options outside of radio lists
- How Magic is done (upgrades)
- Attaching the correct rules
- Unit selection options
- Category changes based on options, mounts, etc.
- Option limits across the army (e.g. 0-3 banners)
- Rules, shared rules, etc.