#Tonal Madness [New Consumable type!]
42 messages · Page 1 of 1 (latest)
is there a download?
also you should see pepole in the #1221916334372290620 chanel trying to get packs to work.
no download yet since i just got Unison and the whole thing working! made this so i can just post updates and get feedback on cards!!
and packs seem like a pain but ill try once i have more cards
maybe we can get a pack API going after all if enough people are interested....
gotta make a petition for it
lol i just mean it might actually be worth the effort
How hard is it to make a new card type?
Neat. I assume it'd be possible to do the same thing for the joker slots then
you could definitely make things that go in joker slots that arent "jokers"
you'd just have to patch up everything that expects everything in G.jokers to be a joker
sounds fun
probably as fun as packs are to make
nevermind the temporary cards dont work 😭
alright got a few things working in terms of temporary cards and a few things NOT working
first of all, is this a good way of handling the temporary cards when they are being discarded/left in hand at the end of round, yes i know that start_dissolve() doesnt destroy the card, i just got tired of hearing glass breaking
local calculate_seal_ref = Card.calculate_seal
function Card.calculate_seal(self, context)
if context.discard then
if self.temporary then
self:start_dissolve()
end
end
if context.end_of_round then
if context.cardarea == G.hand then
if self.temporary then
G.E_MANAGER:add_event(Event({
trigger = 'before',
delay = 0.1,
func = function()
self:start_dissolve()
return true
end
}))
end
end
end
calculate_seal_ref(self, context)
end
please lmk if theres a better way of handling this!
and then also idk how to go about removing the cards after theyve been played
tried a whole bunch of stuff and couldnt actually figure out anything? got a headache too
not to derail too hard but is there even... screen space for this?
if you make it actually destroy the card (i forgor how to do that atm and im afk for 7 hours) this seems like it might be the best way to do it? i forget if calculate_seal is supposed to return something though, which you would need to pass along
though since you'll be destroying the card, i think you'd want to run the original calculate_seal (your calculate_seal_ref) early in the function, store what it's supposed to return, then return that at the end
tags can if you get enough but idk if thats really a concern
for the time being id rather do the main tone consumables before i do smth like that
idk if im skilled enough for it
oh yeah im just spitballing ideas
Achievements do appear there but they fade soon after
thats true
ive been thinking abt it and maybe a shop extension could go there
not sure what exactly
honestly with all these new card types, a 2nd shop page button might be pretty good there
what if there was more gambling there tho....