#Tonal Madness [New Consumable type!]

42 messages · Page 1 of 1 (latest)

fossil orchid
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Tones are a new consumable type based around adding temporary cards into your hand!

Currently trying to come with ideas for future cards and effects so if you have ideas I would love to hear them, will post the list of future cards very soon!

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would you believe me if i said the hardest part so far was making temporary cards

hexed juniper
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is there a download?

fossil orchid
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and packs seem like a pain but ill try once i have more cards

neon ether
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maybe we can get a pack API going after all if enough people are interested....

fossil orchid
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gotta make a petition for it

neon ether
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lol i just mean it might actually be worth the effort

hazy wren
fossil orchid
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not that hard

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just tedious

hazy wren
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Neat. I assume it'd be possible to do the same thing for the joker slots then

fossil orchid
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like a whole new area for cards?

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for example like curses or smth

neon ether
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you could definitely make things that go in joker slots that arent "jokers"

hazy wren
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Neat

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I still need to come up with stuff for Hanafuda down the line

neon ether
fossil orchid
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sounds fun

neon ether
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probably as fun as packs are to make

fossil orchid
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nevermind the temporary cards dont work 😭

fossil orchid
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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!

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and then also idk how to go about removing the cards after theyve been played

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tried a whole bunch of stuff and couldnt actually figure out anything? got a headache too

neon ether
fossil orchid
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prolly right here

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i think nothing goes there

neon ether
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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

neon ether
fossil orchid
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for the time being id rather do the main tone consumables before i do smth like that

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idk if im skilled enough for it

neon ether
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oh yeah im just spitballing ideas

hazy wren
fossil orchid
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thats true

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ive been thinking abt it and maybe a shop extension could go there

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not sure what exactly

hushed void
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honestly with all these new card types, a 2nd shop page button might be pretty good there

neon ether
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what if there was more gambling there tho....

fossil orchid
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i can work on trying to make a second page in the shop

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been thinking about a consumable type that buffs like tarot cards