Closed CrowdfordBot closed 5 months ago
captainluffy: runner:
captainluffy: Formalized Passive: Protection from @Player with wolfish attribute [Quantity: 1]
captainluffy: is this okay?
mctsts: nope actually
mctsts: we cant do runner yet
mctsts: since its just from wolfish players
mctsts: also we are defining protections as an attribute
mctsts: so the ability is to apply a protection at the start of the game that last the entire game for all passive protective roles
captainluffy: starting ability?
mctsts: yea
mctsts: runner's ability is a defense right now
mctsts: but we're cancelling defenses
mctsts: there's just protections now
mctsts: protections apply a defense attribute
captainluffy: well this is confusing, i dont know how to define runner then
mctsts: so at the start of the game runner applies a defense attribute to itself
mctsts: yeah we need a phd now
mctsts: so runner protects itself so we have to look up protection syntax
mctsts:
so we get: Starting: <Protection Ability>
mctsts:
the syntax for protecting is Protect <Target> from '<KillingSubtype>' through <Subtype> (<Duration>)
mctsts: but we want to protect from something not listed here (specifically attacks from wolfish players)
mctsts: if Runner protected from all attacks it could be:
Starting: Protect @Self from Attacks
through Passive Defense
(~Permanent) [Quantity: 1]
captainluffy: quantity 1 though
mctsts: yes
mctsts: its to difficult for me too
mctsts: anyway this needs some additional condition to specify the extra condition of it needing to be a wolfish player
mctsts: but that's not allowed in the current syntax
captainluffy: is it a restriction
mctsts: no
mctsts: it cant be
captainluffy: condition not restriction
mctsts: the actually listed ability here only triggers once at game start
captainluffy: ok how do we do conditionals
mctsts: and applies an attribute
mctsts: so if we put a restriction it wouldn't work
mctsts: since it would only restrict the ability execution at the start of the game
mctsts: the actual protection from the attack is handeled by the standard defense attribute
captainluffy: oh ok so we need a new defence type
mctsts: so I suppose we have to pass an additional condition to the defense attribute
mctsts: or that
captainluffy: or that
mctsts: do we have other conditional defenses?
captainluffy: acrobat
mctsts: meh same thing
captainluffy: night defences?
captainluffy: is that definable
mctsts: oh yeah thats the same sort of thing
mctsts: so we can't handle it all via "KillingSubtype"
mctsts: we need to define a second thing in the defense attribute providing further restrictions
mctsts: thats awkward
mctsts: Formalize all roles