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Making your own power cards
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<blockquote data-quote="eloquentaction" data-source="post: 4581503" data-attributes="member: 70399"><p>Yep, those were already defined.</p><p></p><p>I added:</p><p></p><p>- source. Where the card came from.</p><p>- name. Renamed to 'card name'.</p><p>- super_type. Renamed to 'class race'.</p><p>- sub_type. Renamed to 'power type'.</p><p>- card type. This is the basis for what color the card will be. Since each set might want to define their colors/styles differently for different types. Current Values are: At-will, Encounter, Daily, Ritual, Item, Magic Item, Info, Artifact, Character, Initiative, Monster, Skill, Condition, Disease, Trap, Social. These should be mapped to a card color inside the STYLE.</p><p>- frequency, level. Stay the same</p><p>- flags. Renamed to 'keywords'.</p><p>- rules text. Renamed to 'rules'.</p><p>- flavor text. Renamed to 'flavor'.</p><p>- action icon. Renamed to 'action symbol'.</p><p>- range icon. Renamed to 'range symbol'.</p><p>- rangevalue, burstvalue, level. Remain the same (though if I could think of something more generic than burstvalue, I'd rename it).</p><p>- box label now goes out to box label 9.</p><p>- box text now goes out to box text 9.</p><p></p><p>The idea of splitting the action symbol into action symbol and magic item power symbol is a good idea. I was also thinking of maybe adding a damage type symbol 1 through 5 so card makers that wanted to display the damage type(s) of a card could use these.</p><p></p><p>I'm splitting the GAME file into a bunch of includes like you did. I think it makes the overall file smaller and easier to comprehend. I just wish their was an intellisense editor for MSE files.</p><p></p><p>Problems:</p><p></p><p>* Splitting the set style definitions away from the GAME file.</p><p>* Coming up with a way to do the card backs that's both simple, flexible and can be easily understood by new set designers.</p><p>* Coming up with a way to do the symbols that allows for masking and also allows for new effects to be added without making it hugely complex.</p><p>* Making a default set (based off of Ander's, most likely) so other set designers can learn from it.</p><p></p><p>I think I've fixed most of the problems, but you had a very clean approach that I want to adhere to, so I'm tweaking the files. Unfortunately, this hits during the Holidays which means I have very little free time.</p><p></p><p>-- Hirahito</p></blockquote><p></p>
[QUOTE="eloquentaction, post: 4581503, member: 70399"] Yep, those were already defined. I added: - source. Where the card came from. - name. Renamed to 'card name'. - super_type. Renamed to 'class race'. - sub_type. Renamed to 'power type'. - card type. This is the basis for what color the card will be. Since each set might want to define their colors/styles differently for different types. Current Values are: At-will, Encounter, Daily, Ritual, Item, Magic Item, Info, Artifact, Character, Initiative, Monster, Skill, Condition, Disease, Trap, Social. These should be mapped to a card color inside the STYLE. - frequency, level. Stay the same - flags. Renamed to 'keywords'. - rules text. Renamed to 'rules'. - flavor text. Renamed to 'flavor'. - action icon. Renamed to 'action symbol'. - range icon. Renamed to 'range symbol'. - rangevalue, burstvalue, level. Remain the same (though if I could think of something more generic than burstvalue, I'd rename it). - box label now goes out to box label 9. - box text now goes out to box text 9. The idea of splitting the action symbol into action symbol and magic item power symbol is a good idea. I was also thinking of maybe adding a damage type symbol 1 through 5 so card makers that wanted to display the damage type(s) of a card could use these. I'm splitting the GAME file into a bunch of includes like you did. I think it makes the overall file smaller and easier to comprehend. I just wish their was an intellisense editor for MSE files. Problems: * Splitting the set style definitions away from the GAME file. * Coming up with a way to do the card backs that's both simple, flexible and can be easily understood by new set designers. * Coming up with a way to do the symbols that allows for masking and also allows for new effects to be added without making it hugely complex. * Making a default set (based off of Ander's, most likely) so other set designers can learn from it. I think I've fixed most of the problems, but you had a very clean approach that I want to adhere to, so I'm tweaking the files. Unfortunately, this hits during the Holidays which means I have very little free time. -- Hirahito [/QUOTE]
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