Hi,
I think a playable version of my Diplomacy module will soon be ready
to be exposed to your critics :)
Yet. I have a question/request
I have been driven nuts not finding workarounds for the difficult task
of using properties in a flexible way, including performing operations
on them. Maybe I missed something in Vassal's manual.
What I'm thinking about doing things like:
A. Counter_A.dynamic_property = Counter_B.dynamic_property
B. Counter_A.dynamic_property = Counter_B.marker_value
C. Trigger Action on counter A matching a condition on a counter B
property (this would implement a "case/switch" command:
Counter A could e.g. act differently on the same global key command
depending on the originator of the command, or on the status of
another counter beneath or even elsewhere on the map
D. etc..
E. etc...
In practice I would for instance like to do the following:
1. I have an irregular grid, with regions currently defined by a
single point and gamepieces snappinging to points.
2. I have game counters called control centers, that turn to a
controlling power when occupied in the Autumn season (remember, it's
Diplomacy :)
3. I do this in the following way:
- A global key command triggers all "pieces" to send a command
(ALT-CTRL-# where # is within [1-7] and corresponds to each
Power(side) in the game) with range 1 pixel to any "center"
- Centers are triggered by the ALT-CTRL-# command to change their
layer level to level #, by applying # times CTRL-] in the trigger.
Imagine how easy it would be to send a command to all centers telling
them:
Global key command:
matching:(Center.LocationName=Piece.LocationName)
do: Center.Controlling_Power=Piece.Power
done.
Not to mention the fact that it would allow me to have geomorphic
regions on the map, since there is no range to take into account and I
can check on the LocationName regardless of the size of any region on
the map...
Comments/Reactions/Tips welcome :)
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