Last suggestion for a while, I swear... Scripted Eventer

Yeah, its me again :slight_smile:,

I had an idea while I was writing up a script for 3ds Max.

Why not add a counter property that allows a great amount of flexibility, where someone could write their own syntax to be evaluated when a key is fired.

Here’s an image i just shooped to exemplify.

Already on the way.

The scripting language will be Java, using a library called BeanShell.

‘In-line Java expressions’ using beanshell will be in 3.2.

A full scripting implementation will be in 3.3

B.


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aww, two releases away? :frowning:.

Still, great news. I can’t wait to play with this even more.

If i build a module now, it will likely be compatible with future releases, yes? I won’t have to start from scratch?

Well, who knows, if I things fall right, I can bring features forward, but I have a lot planned already for 3.2.

Yes, we guarantee backward compatibilty i.e. any module you build know will be runnable by any future version of VASSAL, as long as you just use standard VASSAL features and do no include any custom Java code.

B.


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Just something to add. In the scripted controller, would it be possible to generate random numbers?

for example:

on AnnihilateSpell do (
if (random1-100 > 89) 
then (destroy $thispiece$) 
else (
   for i in counters where (range < 3 && nation != $nation$ do
   (
   destroy i
   )
)
)

Yes.


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