Hello Starmn, 

Thank you for your advice.  

> 1.
> If you use prototypes, you only have to add a send to command to the
> prototypes and it will affect all pieces/cards in the at start stack. A
> global command will then send them all to the new map.

Although my module/extensions are full of prototypes, I had not added 
universal prototype to game pieces.  
So I should edit 500-1000 "At-Start Stack"s and their pieces for each 
module/extensions.  Sigh.  

> 2. If you are careful and take copies first you can extract the buildfile
> and edit it. If you change one piece you can then use a global find replace 
> with care to insert it into other pieces.

To my knowledge, it is dangerous to unzip/rezip module/extension.  
VASSAL rejects re-zipped mod/mdx sometimes.  

> Place marker creates a piece even if the piece does not exist.  Place Marker
> is create Piece.
> Replace with replaces an existing piece. 

"Place Marker" or some other traits are canseled if they have same 
key with "Replace with" or "Delete" trait.  
In VASSAL 2.3.2 or earlier, "Replace with" or "Delete" trait seems 
to take priority over other traits.  "Move fixed distance" trait also 
seems to cansel other traits.  
So I guess traits that apply to specific game piece are canseled if that 
piece is gone.  

> You can use a global to both delete an existing piece and then execute a
> place Marker.

Sorry, I can not understand why do you use "Global Key Commnad" 
to apply some traits to a game piece.  Any advantage?  

> In addition, game pieces with blank-out traits often cause the error of 
> ArrayIndexOutOfBoundException". 
> 
> Yes this happens if you use it with a Global Key Command. 

This error occurs even if "Global Key Command" trait is no used.  
With VASSAL 2.3.2, blank-out "Clone" trait always triggers this 
error.  Some other trigger DOES exist, but I am not aware of it.  

Akiyoshi NOMURA
  mailto:[EMAIL PROTECTED]



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