dcx:vr_immersion_library
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| dcx:vr_immersion_library [2016/05/18 16:28] – vic | dcx:vr_immersion_library [2026/06/22 12:21] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 9: | Line 9: | ||
| In a nutshell this library allows you to create custom messages, decisions and action cards. Some key ingredients to give your scenario' | In a nutshell this library allows you to create custom messages, decisions and action cards. Some key ingredients to give your scenario' | ||
| - | ===Base Message Table & Message Content Table & Decision Table === | + | The philosophy of the Decisions and Custom Action Cards is that they' |
| + | |||
| + | ====Base Message Table & Message Content Table & Decision Table ==== | ||
| These two tables work together and allow you some level of dynamics to create your messages and decisions. | These two tables work together and allow you some level of dynamics to create your messages and decisions. | ||
| - | ==Base Message Table== | + | ===Base Message Table=== |
| - | Keep in mind that Pop-up show mode only supports text, and no formatting or pictures what so ever. Its just meant as a very simple feedback mechanism. | + | Keep in mind that Pop-up show mode (3) only supports text. It can take an event picture but only 1. No formatting is possible, |
| Col 0: ID | Col 0: ID | ||
| Line 29: | Line 31: | ||
| Col 5: (Optional) Show Mode: 0 = In REPS tab only, 1 = On startup Only, 2 = On startup and in REPS tab, 3 = As a popup (only use for feedback for custom action card play) | Col 5: (Optional) Show Mode: 0 = In REPS tab only, 1 = On startup Only, 2 = On startup and in REPS tab, 3 = As a popup (only use for feedback for custom action card play) | ||
| - | ==Message Content Table== | + | ===Message Content Table=== |
| Now to get some actual text and imagery in your messages. | Now to get some actual text and imagery in your messages. | ||
| Line 51: | Line 53: | ||
| Col 7: (optional) Width of text (if 0 or empty the default 540 will be taken) | Col 7: (optional) Width of text (if 0 or empty the default 540 will be taken) | ||
| - | ==Decision Table== | + | ==Parsing values in-to message text== |
| + | |||
| + | You can communicate some flag values (see Logic Library) to the player he just needs to put the flag name between [ ] in the text. | ||
| + | |||
| + | It is even possible to insert dynamic text this way. For inserting dynamic text you would use the Logic Table (see Logic Library) to assign text in a SET statement like a = Guderian. Then you would put [a] in the text of a message. | ||
| + | |||
| + | You can also put a LookUp Value (see Logic Library) in the text like for example [turn] or [round]. If a flag has the same name the flag is given precedence. | ||
| + | |||
| + | ===Decision Table=== | ||
| You are advised to add multiple decisions to a message if you want to use them. Since only 1 choice will make the decision not very interesting. | You are advised to add multiple decisions to a message if you want to use them. Since only 1 choice will make the decision not very interesting. | ||
| + | |||
| + | After a player makes a decision the message table will be checked for any popup mode (3) messages. Your advised to have a popup ready because a player will expect some feedback on his decision. | ||
| Col 0: Message ID (must correspond to the Base Message Table) | Col 0: Message ID (must correspond to the Base Message Table) | ||
| Line 66: | Line 78: | ||
| Col 5: SET logic (if this decision is chosen by the player) | Col 5: SET logic (if this decision is chosen by the player) | ||
| + | |||
| + | ====Custom Action Cards==== | ||
| + | |||
| + | These cards will allow you to change a FLAG. This in turn can trigger stuff in the Basic Event Library like replacements, | ||
| + | |||
| + | Remember that cards are unique on a per player basis. So 1 player can only have 1 of each kind of card. | ||
| + | |||
| + | At start of turn, after the Logic Table is checked, but before Basic Events the action card table is checked to see if player should receive a new card or an existing card in his hand should be removed. | ||
| + | |||
| + | If a player plays a card the message table will be rechecked for any popup mode (3) messages. Your advised to do this since a player expects some feedback after playing a card. | ||
| + | |||
| + | ===Custom Action Card Table=== | ||
| + | |||
| + | Col 0: Name/Title | ||
| + | |||
| + | Col 1: Text on card (can also parse flags and lookUp values when card is created; see above) | ||
| + | |||
| + | Col 2: Event Picture | ||
| + | |||
| + | Col 3: PP Cost | ||
| + | |||
| + | Col 4: Category Number | ||
| + | |||
| + | Col 5: IF Logic (needs to be true for current player to receive card) | ||
| + | |||
| + | Col 6: SET Logic (will be execute if card is actually played by a player) | ||
| + | |||
| + | Col 7: (Optional) CAN HAVE IN HAND Logic (if card is in hand of a player, and IF logic returns false the card will be removed) | ||
| + | |||
| + | |||
dcx/vr_immersion_library.1463588937.txt.gz · Last modified: 2026/06/22 12:14 (external edit)
