VASSAL Reference ManualHome > Module > Map Window |
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Map Window![]() Map Name The name of this map window Mark pieces that move If checked, then any pieces with the "Can be marked moved" trait will be marked whenever being moved in this map window. The module designer can also allow players to set this option in their preferences. Vertical/Horizontal padding The amount of blank space surrounding the boards in the window Can Contain Multiple Boards If checked, this map window can contain several boards arranged into rows and columns Border color for selected counters The color of the border to draw around pieces that have been selected Border thickness for selected counters The color of the border to draw around pieces that have been selected Include toolbar button to show/hide If checked, then this map window will not be automatically shown when a game begins. Instead, a button to show/hide this window will be added to the main controls toolbar Toolbar button name The name of the show/hide toolbar button Toolbar button icon An icon for the show/hide toolbar button Hotkey The hotkey for the show/hide toolbar button Auto-report format for movement within this map A Message Format that will be used to report movement of pieces completely within this map window: pieceName is the name of the piece being moved, location is the location to which the piece is being moved (in the format specified above), previousLocation is the location from which the piece is being moved. Auto-report format for movement to this map A Message Format that will be used to report movement of pieces to this map window from another map window: pieceName is the name of the piece being moved, location is the location to which the piece is being moved (in the format specified above), previousLocation is the location from which the piece is being moved, previousMap is the name of the map from which the piece is being moved. Auto-report format for units created in this map A Message Format that will be used to report pieces that are dragged to this map window directly from a Game Piece Palette: pieceName is the name of the piece being moved, location is the location to which the piece is being moved (in the format specified above). Auto-report format for units modified on this map A Message Format that will be used to report changes to pieces on this map: message is the text message reported by the Report Action trait of the game piece being modified. Sub-ComponentsMap Boards
Stacking OptionsThis component controls how stacking is handled in this Map Window. It may not be removed![]() Disable stacking: If checked, then pieces will never form stacks in this window Horizontal Separation when expanded: The distance in pixels from the left edge (right edge if negative) of a piece in a stack to the edge of the piece above it when the stack is expanded. Vertical Separation when expanded: The distance in pixels from the bottom edge (top edge if negative) of a piece in a stack to the edge of the piece above it when the stack is expanded. Horizontal Separation when not expanded: The distance in pixels from the left edge (right edge if negative) of a piece in a stack to the edge of the piece above it when the stack is compact. Vertical Separation when not expanded: The distance in pixels from the bottom edge (top edge if negative) of a piece in a stack to the edge of the piece above it when the stack is compact. Color of pieces when not expanded: If set, then pieces below the top piece in a compact stack will be drawn as plain squares of this color and a black border. If not set (hit the "Select" button and cancel the color-selection dialog) then pieces will be drawn normally. Overview Window
Line of Sight Thread
Hide Pieces Button
Zoom capability
Mouse-over Stack Viewer
Last Move Highlighter
Game Piece Layers
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This component allows you
to specify that certain Game Pieces will always be drawn on top of
others. Property name
is
the name of the property that determines the order. Typically
this will be specified with a Marker
trait with the specified property name. Layer Order lists the expected
values
for that property, in the order that they will be drawn on the
map. Pieces assigned to different layers will never combine into
a
stack. Pieces with no value specified for the given property are
placed in the topmost layer. Example: A Map has a Game Piece Layer specified with property name Layer and Layer Order Terrain, Land, Air. Then any piece with a Marker trait with property name "Layer" and value "Terrain" will be in the bottom-most layer. The middle layer will contain pieces with the value "Land" and the top layer will contain pieces with the value "Air". Pieces with no value for the "Layer" property will be in their own layer above all three. |
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Adds a "Camera" button to the toolbar of
the Map Window. Pushing the button will dump the contents of the
Map Window to a GIF file. This allows you to take a screen shot
even if the map window is too large to fit entirely on the screen. |
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Adds a "Save Text" button to the Map
Window toolbar. Hitting the button will write a plain text
summary
of the contents of the map to a file, using the names assigned to the
counters and the appropriate numbering of the board's grid. |
Adds a button to the map window toolbar. Then button will shift the position of all pieces on the map such that they are centered around the middle of the map as much as possible. This is useful for games where there are no absolute terrain features, such as some air and naval games. | ![]() |
Adds a button to the map window toolbar.
Hitting the button will select certain pieces from the map window and
apply the same keyboard command to all of them simultaneously. Description: A description of the action used for the button's mouse-over tooltip. Key Command: The keyboard command that will be applied to the selected pieces. Matching properties: The command will apply to all pieces on the map that match the given Property expression.. Button text: Text for the toolbar button. Button icon: Icon for the toolbar button. Hotkey: Keyboard shortcut for the toolbat button. Suppress individual reports: If selected, then any auto-reporting of the action by individual pieces via the Report Action trait will be suppressed. Report Format: A Message Format that will be echoed to the chat area when the button is pressed. Example: Suppose you have configured some pieces to contain a Layer indicating that a piece has fired, activated by CTRL-F and with the name Fired. Give each piece the Marker trait with property name canFire and value true. Configure the Global Key Command to apply to pieces whose properties match canFire = true && Fired_Active = true. Specify CTRL-F as the key command. Now pushing the Global Key Command button will set all marked pieces on the map to not having fired. |
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Applies a semi-transparent solid color or image
tiling to the Map. In background mode, can be used to overlay a
repeating image over solid-color boards. In foreground mode, the
area is determined by the pieces on the map that name this Map Shading
in an Area of Effect trait. Name: A short name of this shading for reference by pieces with the Area of Effect trait. Shading Always On: If true then the shading is always drawn. If false, then visibility is controlled by a button in the Map Window toolbar. Shading Starts turned on: If true, then the shading will begin visible when a game is loaded. Button text: Text for the toolbar button. Button icon: Icon for the toolbar button. Hotkey: Keyboard shortcut for the toolbat button. All boards in map get Shaded: Allows you to select which Boards in the map to apply the shading to. Type: If set to Background then the shaded area includes the entire board, minus the areas attached to any Area of Effect traits. If set to Foreground, then the shaded area includes only the areas attached to Area of Effect traits. Draw Shade on top of Counters: If true, then the shading will be drawn over any counters on the map. Otherwise, it will be drawn underneath all counters. Shade Pattern: Choose between 100/75/50/25 % hatch patterns, or choose a custom image. Color: The color of the shading (if not using a custom image). Opacity: The opacity of the shading. 0 is invisible, 100 is completely opaque. Border: If selected, will draw a border around the shading area. You can specify the thickness, color, and opacity of the border. |
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