Thus spake "Brent Easton":
> >I see. That, like a lot of things, seems more convoluted than it should be.
> 
> Actually, it seems fairly simple and sensible to me. This is exactly what the
>  Game Piece Layers are for. Things like overlays and Base Control control cou
> nters should be in their own layer which makes hiding the higher layer only s
> imple and logical. If you have more that 2 layers, then Multi-action buttons 
> allow you to hide/show multiple layers at once.
 

Aha, I see your point. I think that I didn't understand the first
explanation.
 
> Cheers,
> Brent.
> 
> >I was thinking that we should add an 'If' trait, which lets you specify
> >another trait and a condition. What this would do is turn on trait X for
> >a piece whenever the condition is true. For this situation, maybe an
> >'Exempt' or 'Never' trait would be useful, which would tell a token to
> >ignore certian commands...
> 
> 
> Just getting technical for a moment Joel, but this is far more difficult than
>  it sounds. There is no generic, programatic way to turn the action of a trai
> t 'on' or 'off'. 'Restrict Commands' turns the command on/off via myGetKeyCom
> mands(), but each trait handles it's own 'on-ness' in it's own way.

I never said it would be easy to implement, just useful to have. :)
 
-- 
J.

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