@Marc-Andre Not quite (I don't play music well, I mostly write music). I'm a close business partner with the recording studio who hosts the event, so each year they invite me to participate as a judge
I can fake playing bass guitar and saxophone, but that's about it. I tried drums too, after playing drums on Rock Band a lot. Turns out, I suck at that too!
> This will be an optional field to be used to explain, in short plain English, what the effect(s) of the card are. This will be left empty if the card has no special effects. It can be identical to ECSAttribute.FLAVOR as far as I'm concerned, unless there is good reason to do it differently, of which I cannot think of.
@sᴉɔuɐɹɥԀ I assume it is the EffectElements.js? Now I have seen it. Not sure what to do with it though...? Yesterday wanted to work on starting to implement this kind of JS-loading, but that didn't happen. And I won't work on it today. Probably not tomorrow either.
@Duga @sᴉɔuɐɹɥԀ That DESCRIPTION field can easily be added, but ideally, I was thinking that it perhaps can be automatically assigned, depending on the actual effects.
Keep getting errors all the time and can't get stuff installed -- another project member made a quick prototype for our application, but I can't get it to work
@SimonAndréForsberg My idea was to store the effect "chaining" keywords, e.g., onEndOfTurn { chance: 0.50, drawCard { target: selfHand } } into its own JSON tree, so when those keywords are encountered it searches that tree for the function related to that effect keyword
Not sure exactly how to make it work, perhaps those keywords should be stored in an ECS map, and only go back to the related JSON effect elements when a trigger calls for it?
Or perhaps the effects themselves can be fully constructed when the cards are mapped, and for the game server to just read the constructed JavaScript functions directly?
@SimonAndréForsberg I think it would be cool if the description could assign itself based on the effects, but I think it will be a while before that's a reality, so this would be a decent temporary "patch" in the meantime
I could think of a way of writing effects on cards that would be a bit more verbose, but might make more sense...
And I'm thinking, perhaps as the game server cycles through the different phases of the turns and game, it can look for the presence of each trigger at the correct time and handle the actions as it encounters them
I think it would make it simple enough to chain things like trigger: onAttack() { target: opponent("card") { action: heal(2) { target: self("player") } } } and so on
Hey @skiwi is JS "strict mode" something that we should strive for, in your opinion? Being that how we're starting to use JS is not browser-based, I'm not sure what that would imply