Is there a way of passing variables/properties between counters?
It struck me that an operation like this could allow for a
reasonably easy method of constructing an in-module combat chart, as
well as attaching data (like movement costs and Terrain effects) to
locations on map.
I posted the following to CSW -- I was relatively excited about the
idea and will probably implement a portion of it for VG Vietnam.
But the idea doesn't seem to have caught on.
CRTs and Combat Resolution: Teaching Vassal to cross-index
It struck me it would be reasonably simple to implement combat
resolution within vassal with dynamic properties and trigger events.
One scheme would be simply creating one layer for each cell on the
combat results table, with these layers randomized on a basic piece
representing the odds (or the firepower). In VASL, this would mean
that defensive fire would entail spawning a firepower counter, then
moving it to the target....
A somewhat more ambitious scheme would be to recreate the combat
results table on a separate mapboard with MxN squares (where M-1 is
the number of columns, N-1 the number of dice results) and combat
result counters in each square. Combat would entail "marching" a
counter east to the odds column, then south to the die roll (a six-
sided counter) and then spawning a copy of the combat result as a
new counter on the gameboard.
Which also suggests a way of imbuing properties (Terrain costs and
Terrain modifiers on a mapboard -- simply stack an immovable,
unstackable counter on each hex).
Struck me as a rather cool dynamic... Has anyone tried to implement
something like this?
(hmm.. funny, I get the feeling that this is just reinventing a
spreadsheet program within Vassal....or, rather, a kludgy, OOPy way
of specifying an array without actually looking up the Java function
for an array.)
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