Discussion in 'Card Hunter General Chat' started by Flaxative, Nov 19, 2015.
Yeah, I get your point. I try something else. Ty again!
I think you mean Move 3 instead of range 3.
@Harvet a couple of ideas:
A trait with frenzy and burning?
A burning area of effect like firestorm except only for those adjacent to you?
A holy fire card that purges the player and burns the target?
I was copying the format from the wiki. (Run) What do ya think? Should I change it, is it clear?
A question for developers/programmers: How do you program "ignore Encumber effects"? Thanks
@Steinhauser: I did a double-take at seeing "Range 3" after the Spiked Terrain had already been worded more like "Range 0," but I figured out you meant Move 3. Move cards generally state their "ranges" via the foot icon, but since Move X is an official term, even showing up on the Telepod Jaunt Move card, I'd go with that over what the player-created wiki says.
In other news, I thought this might be a good time to crack out Heightened Senses, but none of the images offered really match. $:^ \ The funky-positioned warrior with blades image might go, but 1. not an elf (and it's hard to imagine BM putting this elsewhere besides maybe helmets) and 2. there's only one Attack card this would affect anyway.
Could be a Trait, but like @Gingrich Yurr pointed out, it could work fine in-hand, adding strategic nuance to it and possibly lowering its value. I also noted in another thread, giving it Free Card oddly enough shouldn't even raise its value, although it does remove some of that nuance. (If in hand, though, perhaps it should be a Move|Boost hybrid? Still, no good image to pair with it imo, if anyone wants to try to sway me.)
That did lead me to finding this, though. Maybe pic #2, the foot with flames behind it, could work well enough? Again, the funky-posed blades might work, but that's a human -- not an elf. (I edited the quote: upped the Duration to 3 after looking through similar Boosts and made the Silver quality a non-question.) Thoughts?
The question isn't how to program it, it's "How do you use existing CH code to ignore encumber?"
There is built in support for ignoring encumber if you're moving other chars causing other players to move their chars (Elvish Scamper) or moving at the beginning of the turn (Slippery). Other movement situations may be supported, but we can't be sure. Or you could take the easy way out and just discard the encumber attachments first (Pathfinding).
PS. The devs explicitly do not read this thread.
I like it a lot. I got those nuances.
I wouldn't call it overly complicated, but I do have thoughts on minorly improving the wording:
Target an ally (including yourself) and another character. The ally selects any number of cards; randomly remove the same number of cards from the second target's hand and place in the ally's hand. Place the selected cards in the second target's hand. Range 6.
Target an ally (including yourself) and another character. The ally selects any number of cards. Remove the same number of random cards from the second target's hand and place in the ally's hand. Place the ally's selected cards in the second target's hand. Range 6.
I don't recall ever seeing a semicolon in CH's cards, despite my liking semicolons myself, heheheh.
If you want to ask Blue Manchu, then like Kalin said, maybe ask in another thread. If you're just asking in general here, then I'd say one way to do it could be something like this:
Have a card set a status for Encumber to be ignored on such-and-such character(s) for the duration of this card's action.
Have reacting cards always check to see if their effects should be ignored (such as Encumber cards checking such), which during the above card's action is indeed the case. (One way to do this is to check for an explicit flag. Another way is to poll for all current stati which may or may not affect their effects.)
Finish the acting card's action and remove the ignoring (whether setting the flag back, or deleting the reactions queue/stack/array, or however it was programmed in the first place) since it's no longer needed.
They put Encumber 1, Encumber 2, Encumber 3 in a same package then they use an instruction with "or".
Thanks for the thoughts!
If my card gets printed, I still have the flavor text:
"With the right magic, you can dodge a blow by being there... later."
@WexMajor You might want to reword your card effect so it uses the Immunity keyword, Giant Boulder is a good comparison for what text to use. The flavour of Time Slip is interesting, it sends the blocker to the next turn so they can't really play any cards or take damage, right? Have you considered a "You may not be targeted." effect like in Invisibility or would that limit counterplay too much?
Bad news: neither Taunt nor Invisibility have any parameters to modify; you get the whole effect or nothing.
I'm Here About The Job says nothing about allies or enemies, it's just Invisibility plus a partial Stun. "You can't be targeted" means by anyone, including yourself.
Urgh, I see. It's a bit risky then I guess, too bad, I wanted to submit a handicap card... I guess I can probably just use my secret plan, Hidden Ace! Heh.
Yes, I want a purge to be able to remove it; you are no more immune, but you are back in the normal stream of time too, so you are no longer halted, or stunned.
Not to be confused with:
Move 2. For each enemy adjacent to you at the end of this move you may discard an armor card. Then stun as many adjacent opponents as cards you discarded.
I'm considering this one, but don't know if caltrops can pass for auto-deploying beacons. Thoughts?
1. Sir Veza
7. All squares occupied by characters become Laser Beacon terrain (difficult terrain; at the start of each round, deal 4 Laser damage to each enemy within 1 square).
It really doesn't look beacony enough for my tastes. The caltrops look like generic iron, they lack the technological look of Laser cards.
Gold+ also seems way too low of a value when you compare it to Dual Laser Beacon which requires LoS and only summons two beacons and Volcano which is actually harmful to the player. I would absolutely love to play this in PvE, though it would probably be Amethyst.
I agree with everything Maniafig said. I don't see the devs approving any Volcano-effect using player-aware terrain.
My idea for that image was "Line of Caltrops" (basically Wall of Stone Spikes for warriors). I'm also considering using the mushroom cloud for Volcano using Irradiated terrain.
What do people think wizards need in the meta? Area effect purge? Card draw? A magic bash? I'm trying to think of something to counter Vengeance, but that's hard to do in a balanced fashion.
My original thought was Emerald+, but it would probably still be OP. I thought it could work as a counter to Bless/Blesscano in PvP, but don't know if that's needed anymore. Another thought for volcano effect was to remove all attachments from occupied squares, but I cant shoehorn a picture to fit the concept.
Guess I'll go with a card trick.
Mine was meant to achieve something like that... I tried not to make it overpowered by making it single use
A wizard version of entangling roots might be good. Something with Halt? You could tweak the range, make it a cone maybe?
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