The book editor allows you to modify existing army book data and to create your own army books for New Recruit. In this first iteration of the editor, it is not possible yet to create new books, the only thing you can do is modify existing books. When you access the editor you will be able to modify all the data for all the T9A books, however, any change you perform will only be applied locally on your browser. This can be useful if you spot an error in an army book because you will be able to quickly fix it so you can finish building your army. Any change you make to a unit will only apply to new units created, so if you created a unit before fixing a problem it will not be affected. Right now, any change you make will be overriden when a new version of New Recruit comes out, so it is strongly advised that you notice me of any error you fix on the T9A forum.
A "Commit Changes" button will be added, it will let allowed users to commit their changes to the New Recruit Server so the changes will affect everyone. I will give permission to make changes to some people from to T9A Tool Support or to anyone willing to help me keep the books data up to data who can be trusted. You will find instructions that explain how to make changes, simple changes such as cost fixes should be pretty straightforward but when it comes to unit restrictions it can become a bit more complex. Right now it is only possible to fix existing units, you cannot create new units and you cannot create new unit categories or modify existing categories (say if you wanted to change the % of core units required, it's not possible yet). I will keep this guide up to date as new functionnalities are added to the editor.
While it is possible to use the editor on a phone, I recommand using a computer for now. You should use 2 tabs, one for the editor and one for the app itself, any changes you make in the editor will affect the app after a simple page refresh.
If you open up the "Beast Lord" unit in the editor you will see 3 properties: "Type", "Cost", "Options name". I will explain what each property is for in this guide, some of them are obvious, others not so much. Only a few properties are supported so far, I will add all the remaining properties in the months to come for the editor to be complete. I will probably have to add some extra properties and modify some that were too specific to T9A so they can have a more generic use to represent rules for other games.
An "Option" refers to an item that the user will be able to modify when building his list. There are 3 types of Options that I will describe below in the "Type" property descriptions. Options are represented by a blue arrow followed by a name in the editor. Options can contain properties and sub options. Technically, units are Options too. The "=> Beast Lord" unit (which is an option itself) has 3 sub options: "=> General", "=> Mount" and "=> Equipment".
There are two types of units in the editor that don't have the same basic properties:
- Single units: They represent characters or single models, they are simpler because they only have a simple "Cost" property to reflect their cost.
- Multi model units: Units that consists of multiple models have extra properties. Their "Cost" property represents the total cost of the unit when it has its minimum size, as specified in the army book. Multiple model units have two additionnal properties: "Min unit size", "Max unit size" and a sub option "=> Number". If you modify the min or max unit size, the "Cost" property will be updated automatically to reflect that an additional model means the minimum cost will change. You can always change the "Cost" property afterwards if you want to. "Number" is special option that always has "Type" = "Number", "Name" = "Number" and a "Cost" property. You should NOT change the "Type" and the "Name" subproperties but you can change the "Cost" property. This "Cost" property represents the cost per additional model of the unit. Adding sub Options to the "=> Number" option of a unit is useful if you want to add options to the unit that have an extra cost per model (like weapons). See the "Cost" property description for more details.
Type is mandatory for all units and nested properties, there are 3 different possible values:
- Checkbox: This is the simplest and most common type, it means that the property will be represented by a checkbox that the user can check or uncheck when building his list. For example "=> General" is a checkbox.
- Number: This represents a number input, it will display a number input and the user will be able to specify a number for this option. It's mostly used to represent the number of models of units but sometimes it is useful for specific options like mad gits. Technically, a "Checkbox" is the same as a "Number" option except that the "Checkbox" can only have a value of 0 or 1.
- Group: Group means that the option is not a real option itself but it will contain sub options. It is useful if you want to group multiple options together. For example, the "=> Beast Lord" has an "=> Equipment" sub Options of type "Group". It will allow to regroup all Equipment options in the same collapsible box to save some screen space. Grouping is also useful because you can apply cost and number restrictions to sub options of a group.
Property: Name and Options Name
Represents the name of the Option. Cannot be changed for units right now. All "Checkbox" and "Number" options should a have "Name", "Group" options can have an "Options Name" but "Name" won't do anything for groups. "Options Name" is used for options that have sub options. If an Options Name is specified then a box with this name for title will be displayed, with a blue arrow to show/hide the sub options. It's usually used for "Group" or "Checkbox" options that have sub Options. If you don't specify an "Options Name" then the interface will not display a box for sub Options and the sub Options will be displayed as if they were sister options instead, which can be useful in some rare cases if you don't want to clutter the interface.
"Cost" is pretty straightforward, it represents the point cost of the option. If the option is of type "Number", then the total cost that will appear on the user's army list will be the cost multiplied by the number he selected. Furthermore, if an option has sub Options, the cost of its sub options will be multiplied by its selected value. This might sound complex but it's really logical. If you want to add a Spears option to unit that cost 1 extra per model you can add the "=> Spears" option to it's "=> Number" option. Check the "Wild Horn Herd" unit to get a grasp of this.
An Option can have any number of Tags. Tags are simple identifiers. They don't do anyhting in themselves but they will be useful in combination with Exclude and Require properties. To add a new Tag, just click on the + icon and you will be prompted for a tag name. You should only use letters and numbers for Tag names. Example: The Stryigoi Bloodline option for Vampires has the Tag "stryg".
Property: Require and Require (Army)
Require allows you to specify a list of Tags that will be required for this Option to be available. Each Require element is a list of Tags and a number. When you click on the + icon, you will be prompted for a Tag list. You can then imput Tag names separated by commas (,). Don't add in blank spaces between the tag names. A second prompt will ask you for a number, let's call it X. What this does is that the Option that has the Require property will only be available if at least X options that have at least one of the Tags from the list in their Tags property. If you insert more than one Tag list by clicking multiple times on the + icon, then the Option will be disabled unless ALL of the Tag lists you inserted are satisfied. So if you want an option to require two different Tags, you will click 2 times on the + button and add 2 Tag lists with 1 element in each. If you want an option two require at least one of two different Tags, you will click one time on the + button and type in the two Tags separated by a coma.
The difference between Require and Require Army is that Require will only look for the specified Tags in the same unit as the Option, while Require Army will look for Tags in the whole army list. Example: the Blood ties option for Ghouls has the Tag "stryg" for its "Exclude (Army)" property. It means that this option will not be available unless an Option (remember units are Options) in the Army has "stryg" Tag.
Property: Exclude and Excludes (Army)
This is the opposite of the Require property. The Exclude property means that the Option will be disabled if the unit or army contains at least X Options that have at least one Tag from the list. For example, Ghouls have the "unit_ghouls" Tag and have "unit_gouls" (4) in their Exclude (Army) property. It means that the army cannot have more than 4 units of Ghouls.
An Option can have any number of Sub Options. If the Option is of type "Group", its Sub Options will always be available to the user. For type "Checkbox", they will only be shown if the checkbox is checked, and for "Number" options, Sub Options will be available if at least 1 is selected in the number input. If an Option does not have any Sub Options, you can add one by clicking on the Add Property button and selecting Sub Option. If an Option already has at least one Sub Option, you can add more Sub Options by clicking on the + icon that is shown after the Option's name. The new Sub Option will be inserted right after the Option, this allows you to easily insert Sub Options anywhere you like in the list.