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dcx:vr_immersion_library

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VR Immersion Library

Current Version: 1

First included with ComProj v0.90

Needs the VR Logic Library to properly operate.

In a nutshell this library allows you to create custom messages, decisions and action cards. Some key ingredients to give your scenario's some flair!

Base Message Table & Message Content Table & Decision Table

These two tables work together and allow you some level of dynamics to create your messages and decisions.

Base Message Table

Keep in mind that Pop-up show mode (3) only supports text. It can take an event picture but only 1. No formatting is possible, just the text will be taken. Different paragraphs (content rows) will be seperated as paragraphs.

Col 0: ID

Col 1: Title of message

Col 2: (Optional) Font name (like georgia.ttf, must be present in fonts/ directory; if left blank custom font arial.ttf is used). If you specify font name is CasE SENsitIVe!

Col 3: IF Logic (for example [turn]=0 for first regime and [turn]=1 for second regime or for a message on round 4 for second regime [round]=4@[turn]=1)

Col 4: (Optional) SET Logic (you might want to change a flag back again to 0 so a message does not keep showing up)

Col 5: (Optional) Show Mode: 0 = In REPS tab only, 1 = On startup Only, 2 = On startup and in REPS tab, 3 = As a popup (only use for feedback for custom action card play)

Message Content Table

Now to get some actual text and imagery in your messages.

Keep in mind font color is currently standard black. Also keep in mind the paper the message is drawn on has max 540 pixels of width available.

Col 0: Message ID (must correspond to the Base Message Table)

Col 1: (Optional) IF Logic (must return true for text/pic to be added to message)

Col 2: (Optional)X (offset x in pixels; if left blank or 0 will be posted aligned to left)

Col 3: (Optional)Y (offset y in pixels; if left blank or 0 will be posted under the last part of content of this message, or if it is the first part at the top)

Col 4: (optional) Event picture (will only be rendered if no text)

Col 5: (Optional) Text

Col 6: (Optional) Font Size (if 0 or empty the default font size will be used)

Col 7: (optional) Width of text (if 0 or empty the default 540 will be taken)

Parsing values in-to message text

You can communicate some flag values (see Logic Library) to the player he just needs to put the flag name between [ ] in the text.

Decision Table

You are advised to add multiple decisions to a message if you want to use them. Since only 1 choice will make the decision not very interesting.

Col 0: Message ID (must correspond to the Base Message Table)

Col 1: (Optional) IF Logic (must return true for decision to be added to message)

Col 2: Decision Text

Col 3: Decision Detail (2nd line of smaller text)

Col 4: PP cost

Col 5: SET logic (if this decision is chosen by the player)

Custom Action Cards

dcx/vr_immersion_library.1463591603.txt.gz · Last modified: 2026/06/22 12:14 (external edit)

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