dcx:vr_immersion_library
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| dcx:vr_immersion_library [2016/05/18 17:13] – vic | dcx:vr_immersion_library [2026/06/22 12:21] (current) – external edit 127.0.0.1 | ||
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| 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' | ||
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| + | The philosophy of the Decisions and Custom Action Cards is that they' | ||
| ====Base Message Table & Message Content Table & Decision Table ==== | ====Base Message Table & Message Content Table & Decision Table ==== | ||
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| 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 (3) only supports text. It can take an event picture but only 1. No formatting is possible, just the text will be taken. Different paragraphs (content rows) will be seperated as paragraphs. | 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, just the text will be taken. Different paragraphs (content rows) will be seperated as paragraphs. | ||
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| ==Parsing values in-to message text== | ==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. | + | 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. | ||
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| + | 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=== | ===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. | ||
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| + | 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) | ||
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| ====Custom Action Cards==== | ====Custom Action Cards==== | ||
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| + | These cards will allow you to change a FLAG. This in turn can trigger stuff in the Basic Event Library like replacements, | ||
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| + | Remember that cards are unique on a per player basis. So 1 player can only have 1 of each kind of card. | ||
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| + | 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. | ||
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| + | 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. | ||
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| + | ===Custom Action Card Table=== | ||
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| + | Col 0: Name/Title | ||
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| + | Col 1: Text on card (can also parse flags and lookUp values when card is created; see above) | ||
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| + | Col 2: Event Picture | ||
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| + | Col 3: PP Cost | ||
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| + | Col 4: Category Number | ||
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| + | Col 5: IF Logic (needs to be true for current player to receive card) | ||
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| + | Col 6: SET Logic (will be execute if card is actually played by a player) | ||
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| + | 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) | ||
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dcx/vr_immersion_library.1463591603.txt.gz · Last modified: 2026/06/22 12:14 (external edit)
