Ajiyoshi,
   
  Answers to the following 
  >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.  

  You can always right click on the stack / deck and do an edit all contained 
pieces. Take a backup first just in case.
  >Zipping Modules.
   
   
  A. While you are developing Locally , 
  1.Zip Without Compression until final one. 
  2.Extract the zip to local directory (I use zipcentral) and always Create a 
Directory) 3. Then replace the build file , Rezip (Zipcentral allows you to do 
a path relative to current one)
   
  B.You can add to a module providing via an opened Zip provided the following 
are met.
   
  1. Close Current game in play window
  2. Save current edit file, No Pending edits waiting.
   
  >Order of Commands.
   
  The order is reverse up so the last one is obeyed first. If the piece doesnt 
exist or match the filter then ther is nothing for the command to act on. 
   
  So if you want to delete an existing piece then create it then move it you 
would do this:-
   
  Basic Piece
  GLobal - CTL H 
  (Targets the marker you want to move and send a key to it that moves that 
marker this could use a type=fred or BasicName=Fred (the name of the piece))
  Place Marker - CTL H (create the Piece You are going to Move )
  Global - CTL H  (deletes the piece you are goint to create) 
   
  Note as they are all CTL H only the bottom ones name will appear on right 
click menu.
   
  > Why Global  well one piece can trigger an action aimed at another Piece(s) 
that meet the matching properties. 
   
  Look at the help documentation under Global Command , RK has done a good Job.
   
   
  Im not sure if BasicName is in the help yet but I believe it has been added 
to 2.4.
   
   
   
   
   
  

Akiyoshi NOMURA <[EMAIL PROTECTED]> wrote:
  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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