08-31-2013, 07:04 PM
I actually had a StatModifier Effect in Mask v1 that allowed me to alter a particular stat or outright negate it by setting the StatModifier to a value of 0 (since why would you apply a StatModifier of 0 otherwise?).
Ultimately though, yeah I intend to have individual Cards and Effects attempt to do something, which other Cards or Effects could themselves attempt to veto, though this could be veto'd in itself!
It's like how in M&L or Paper Mario, jumping on a spiked foe negates your attack and inflicts damage on you instead! But if you got a Spike Shield Badge or equivalent, that attempt at negation is in itself negated.
But yeah, the game (or rather, the server) is the ultimate authority on this, which should prevent some bugs or hacks as everything is serverside and not decided on by individual Objects or clients. I'm glad processing concerns aren't a thing since the game isn't realtime unlike, say, LoZ.
I'd need more players than I'd ever expect before that becomes a concern; I honestly don't expect much of any players, though Boo Mansion's one was surprisingly popular for a forum-only TCG, so who knows vv
Ultimately though, my concern isn't really with Effect interaction and design (since I sorta tackled this in Mask v1 but do intend to improve it in v2 by specifying damage types and such) but more-so how to research or implement the ability to detect if a script has implemented or overridden a specific function for responding to events. I wonder if the Lua or Python docs have anything on this, but I feel it'd be much easier if I knew the right terms to search.
Ultimately though, yeah I intend to have individual Cards and Effects attempt to do something, which other Cards or Effects could themselves attempt to veto, though this could be veto'd in itself!
It's like how in M&L or Paper Mario, jumping on a spiked foe negates your attack and inflicts damage on you instead! But if you got a Spike Shield Badge or equivalent, that attempt at negation is in itself negated.
But yeah, the game (or rather, the server) is the ultimate authority on this, which should prevent some bugs or hacks as everything is serverside and not decided on by individual Objects or clients. I'm glad processing concerns aren't a thing since the game isn't realtime unlike, say, LoZ.
I'd need more players than I'd ever expect before that becomes a concern; I honestly don't expect much of any players, though Boo Mansion's one was surprisingly popular for a forum-only TCG, so who knows vv
Ultimately though, my concern isn't really with Effect interaction and design (since I sorta tackled this in Mask v1 but do intend to improve it in v2 by specifying damage types and such) but more-so how to research or implement the ability to detect if a script has implemented or overridden a specific function for responding to events. I wonder if the Lua or Python docs have anything on this, but I feel it'd be much easier if I knew the right terms to search.