Thus spake "Brent Easton": > >I see. That, like a lot of things, seems more convoluted than it should be. > > Actually, it seems fairly simple and sensible to me. This is exactly what the > Game Piece Layers are for. Things like overlays and Base Control control cou > nters should be in their own layer which makes hiding the higher layer only s > imple and logical. If you have more that 2 layers, then Multi-action buttons > allow you to hide/show multiple layers at once.
Aha, I see your point. I think that I didn't understand the first explanation. > Cheers, > Brent. > > >I was thinking that we should add an 'If' trait, which lets you specify > >another trait and a condition. What this would do is turn on trait X for > >a piece whenever the condition is true. For this situation, maybe an > >'Exempt' or 'Never' trait would be useful, which would tell a token to > >ignore certian commands... > > > Just getting technical for a moment Joel, but this is far more difficult than > it sounds. There is no generic, programatic way to turn the action of a trai > t 'on' or 'off'. 'Restrict Commands' turns the command on/off via myGetKeyCom > mands(), but each trait handles it's own 'on-ness' in it's own way. I never said it would be easy to implement, just useful to have. :) -- J.
