Many of the new effects and such in the game are zone based effects like Sol's. My thought was we could add this as function. This would let us do cool things like Unicorn regeneration. I know there are the following existing functions:
def getCardsInZone(zone)
getZoneContaining(card)
so alot of the work is already done.
Now for the card I mention eairler:
processing Burns:
if len(cardsWithBurn) > 0:
notify("Resolving Burns for {}...".format(me)) #found at least one
for card in cardsWithBurn:
numMarkers = card.markers[Burn]
burnDamage = 0
burnsRemoved = 0
for i in range(0, numMarkers):
roll = rnd(0, 2)
if roll == 0 and not isInSameZone(card, "Sol, Blazing Angel"):
card.markers[Burn] -= 1
burnsRemoved += 1
burnDamage += roll
#apply damage
you would pass the function the card with the Burn and the card you want to check for as a modifier. I just used the name of the angel as a place holder so you would see the logic.
Many of the new effects and such in the game are zone based effects like Sol's. My thought was we could add this as function. This would let us do cool things like Unicorn regeneration. I know there are the following existing functions:
def getCardsInZone(zone) getZoneContaining(card)
so alot of the work is already done.
Now for the card I mention eairler:
processing Burns:
you would pass the function the card with the Burn and the card you want to check for as a modifier. I just used the name of the angel as a place holder so you would see the logic.
Thoughts?