Initial state of "<rotatename>_Facing" property

I’m working on changes to a module (Gunslinger) where facing of the counters is important. In the module (as in the board game) the graphics showing facing on the counters vary between counters (some face one way, some another). The _Facing property reflects this in the initial facing of the counter.

To implement some changes I’m hoping to do, I need to have all the counters face the same way (that is, all the counters have the same facing for the same _Facing property. I had been hoping that I could just edit the module, rotate all the counters the same way in the counter tray, and save the module; but that doesn’t seem to work, since when I reload the module the facing of the counters has reverted to what they were before.

What determines the initial facing state of the counters in the module, and is there a way to modify this? Thanks for any thoughts.

–Dave

I think the initial facing is where the “top” of the image as assigned to the piece in either the Basic Piece trait or Layer trait is “up” or toward the “top” of the display. My guess is to change the initial facing, the image would need to be rotated to the desired position and then assigned to the piece in the appropriate trait as if you were changing the image.

Edit: After re-reading the Can Rotate trait documentation, you probably could assign a Dynamic Property or Marker to each piece with a value to indicate the initial facing and apply a Global Key Command at setup to rotate all pieces to the initial facing.

My problem is that the graphics on the counters vary, and that the initial rotation value of the counters varies depending on the facing of the graphics. For example, the counters initially facing (e.g) “NW” have a rotation value of 1 when they face NW; those initially facing “NE” have a rotation value of 1 when they face NE. I’m trying to figure out a way for all the counters to have (e.g.) a rotation value of 1 when they face “NE” without having to change the graphics on the counters. It is not at all clear to me how the module “knows” whether the initial facing of the graphic is “NE” or “NW”.
–Dave

The graphics are irrelevant for the rotation value of the counters. Rotation value 1 is how the counter is defined. The graphics is added later.

If you want to use the orientation of the graphics - as opposed to the orientation of the counter - you could add a marker to each counter giving you the offset from the orientation of the counter. Say, if one counter has graphics that point to the NW when the rotation value is 1, then another counter where the graphics point to the NE would have an offset of 1, whereas the NW counter would have an offset of 0.

So if you want to ensure that the graphics of both counters point to the NW, then you set the rotation to {1-offset}. If you want to turn both counters to the NE, you would set the rotation to {2-offset}. (I assume of course that it takes one rotation to get from NW to NE)

Thank you, I think I grok this now. Easiest solution for me may just be to modify the graphics on the counters rather than do the offset thing. Much appreciated.
–Dave