Vassal 3.2 Keyword Testing

I was wondering if there would be a test version of Vassal 3.2 in the near future. Specifically with the new keyword components (as opposed to using key commands).

The reason I ask is that I’m creating a new and improved version of Trivial Wars entirely in text using keyword commands. Once I have it down on paper, I can incorporate it into a module. I think it would be a good testing of the new keyword system.

I’ve still got a lot to do so it isn’t something that can to be done soon …I just thought it would be worth considering for testing.

Thus spake DrNostromo:

I was wondering if there would be a test version of Vassal 3.2 in the
near future. Specifically with the new keyword components (as opposed to
using key commands).

The reason I ask is that I’m creating a new and improved version of
Trivial Wars entirely in text using keyword commands. Once I have it
down on paper, I can incorporate it into a module. I think it would be a
good testing of the new keyword system.

Yes, this is available in the 3.2 test builds now.


J.

Without intending to distract you from larger more important efforts…is there a way to quickly describe what keywords will do for me as a module creator? I searched the forums and didn’t find much. If there’s a documentation page for it if I install a test build, you can just tell me to do that and I’ll read for myself. :slight_smile:

For you, if you do a lot of trait relaying, automation/rules sequences etc…
it allows you to make your internal commands easily identifiable and
prevents possible collisions with other key commands used elsewhere.

In complex modules with lots of stuff its very easy to lose track of an
internal command using CTRL C and remember what its doing or if it collides
with another internal Ctrl C you used earlier somewhere else etc…

Instead you can now use a keyword that will make sense to you (such as
“DoingSomethingHere”). Vassal will assign it a unique internal key that is
guaranteed not to collide with any other key combination you have used
except any other place where you might use the very exact same keyword

In summary, this lets you save regular key commands like F1, Ctrl A etc…
for the external/accessible commands players might use only, and prevent
them from entering some key command/sequence which is internally hidden from
them deliberately and messing something up

-----Original Message-----
From: messages-bounces@vassalengine.org
[mailto:messages-bounces@vassalengine.org] On Behalf Of JoelCFC25
Sent: Tuesday, September 13, 2011 11:25 AM
To: messages@vassalengine.org
Subject: [messages] [General Discussion] Re: Vassal 3.2 Keyword Testing

Without intending to distract you from larger more important
efforts…is there a way to quickly describe what keywords will do for
me as a module creator? I searched the forums and didn’t find much. If
there’s a documentation page for it if I install a test build, you can
just tell me to do that and I’ll read for myself. :slight_smile:


Read this topic online here:
https://forum.vassalengine.org/t/vassal-3-2-keyword-testing/3671/3

I would like to help test. I am doing a lot of trait relaying, automation/rules sequences for a module. It’s becoming difficult to ensure that prototypes stacked in a piece do not have repeated key commands (and Global property references).

What is the method to download a 3.2 test build? I could keep two versions: the current in-process design, and another replacing key commands with keywords.

Thanks!

Flaney

There are a few of us testing the 3.2 build now on this thread.

https://forum.vassalengine.org/t/3-2-builds/4218/1

This build includes the ability to use keywords. You may want to follow the thread and add any comments, discoveries with the current build. Newest builds can be found here:

vassalengine.org/~uckelman/builds/

To add a keyword instead of a Control Key, just type multiple characters into the Key field.