dcx:vr_immersion_library
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| dcx:vr_immersion_library [2016/05/18 17:21] – 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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| 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. | 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.1463592079.txt.gz · Last modified: 2026/06/22 12:14 (external edit)
