. . .Any possibility to evolve "counties" by for example simply drag-dropping them on the map-edit screen?
"Counties" would represent governing areas or areas ruled by any faction.
((Point of this post is to ask for "area"-dependant triggers, which do not rely upon individual tile-triggers.))
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NOT engine ask input/tile: (are you countyXYZ? [containing tile1, tile2, tile3, tile4, tile5...]).
YET (ava crossing defined border) -> "object-border-COUNTY" tell engine: (present at;"county")
-> "borderchange" tell engine ((border "formerly") inform ("crossed borderzone"/"county") accessed.)
*Sighs.*
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"Counties" would LATER also be used to influence area-dependant functions (weather, politics, economics, maybe ncounterments...).
Using move or teleport spells would need direct recall of "county-registeredTILES" /-> coords.
???
mishappening again?
*Wonders whether edit knows to layer triggers.*
---EDIT, inserted today;
Though believing this has been mentioned before, i`ll post it, as it brought me upon some additions. (?)
Adding faction markers into chars stored value is a -small effort- in comparison of the human time needed to maintain
and access such a system manually, -over time-.
The "counties" i mentioned could take place as evaluation tools, tracking a chars advancement.
Ask <county_00a_playermap> "How many players?" ((<county_00a_playermap> is lv.0 floor of IG accessible area.))
-> <county_00a_playermap> counts number of players, stores as temp value.
-> <county_00a_playermap> asks frame/group <county_0a1_all_counties> "How many players?" ((<county_0a1_all_counties> is the group of all levels above 0 floor areas [grouped into <county_0a2_settlements> and <county_0a3_mountains>] and all below lv. 0 areas [grouped into <county_0b1_basement>, <county_0b2_underground>, <county_0b3_coppermountain>...etc. [<county_0b3_coppermountain> is a basic example to integrate above lv.0 areas into a below lv. 0 group]))
-> <county_0a1_all_counties> asks the third, and final, layer of counties for their number of chars and submits these raw numbers to <county_00a_playermap>, without revealing the origin of the named informations to it. ((My approach here sounds quite encumbering for the engine traffic, yet its high minimal loads and very low maximal, concerning future developments.))
-> <county_00a_playermap> gets all data into temp, processes every 2nd or 3rd rotcycle and fileprints. ((Subcounties would have to process every cycle?))
The hierarchic layering of subcounties might be needed as NPCs and ecology would sooner or later also be included, using engine capabilities.
That much concerning counties, by now.
There might be also the chance to let counties know about stored, used or moved items, the foregoings of guilds and factions,
maybe lot of other things like fires, fights or magic.
*Shruggs shoulders, walking on.*