Posted May 19, 2024 by MythAtelier
#cgc #update
This one has a lot of bug fixes. Get ready.
Core Engine v1.6.1
Card Types v1.2.1
Equip Cards v1.0.2
Text Format Plus v1.0.2
Help Box Control v1.1.1
PartyUI_TypeA v1.1.1
Block Generate v1.1.0
And if you're a Patron, you'll appreciate these changes:
Independent Card Variables v1.1.0
The last time I wrote a "what to look forward to" section I said 1.5.0 would be the last major version uploaded to itch. Well, here we are in 1.6.1 and it looks like I was wrong, so let's do it again.
Some of you may have noticed that for your specific game resolution and your specific card resolution the Card Library can't properly keep track of what row to be on. I want to completely change the backend code of the Card Library with the assistance of a larger brain than I had when I first wrote it.
Patrons may have also noticed that Library Plus breaks completely if you have Deck Editor. We realized in hindsight that this plugin had the lowest maintenance priority because it was the least essential to people's projects, and few people were using it. Our solution? Make it more available. Alongside the overhaul to the Card Library, Library Plus will be made a part of the main plugin suite.
What this most likely means is that Card Library customization will be moved entirely out of the CoreEngine plugin to de-clutter the parameters of that plugin and make sure you know all Card Library related parameters are in the Card Library plugin.
If you like our State Info Popup plugin but wish it could be baked into the Card Library or the Selection Window, good news! Now you (will be able to) can!
Neel was fighting for this in 1.6.0 and it didn't make the cut, but we're moving more towards spreadsheets as we go. Highlight sprites are going to be made into spritesheets just like zone sprites, and while we're at it we're going to give you some more options, including more kinds of highlights for when a card is being selected for positive effects, when a card can't be played, and so on.
I've seen some of your Eval CAs posted in our discord server. Those things need more room to breathe. The format will be something like:
<Card Actions> Eval{ code code code } </Card Actions>
No more trying to fit everything into one line.
Oh, speaking of...
I played too much Human Resource Machine and thought the Label system would be intuitive enough but it turns out there's a reason modern programming languages don't use them. So I'm expanding the Conditional Card Actions to support brackets. Something like:
<Card Actions> If [expression] { Draw 1 Discard 1 Other Card Action } </Card Actions>
Maybe I'll include and Else and a While, if there's demand for it.
This is a modification to the Card Selection Actions which would allow you to declare that the player can pick any number of cards within the selection before the next action is performed. This could be good for cards that have effects that scale based on a number of cards selected such as "Remove any number of cards off the top of your deck. Deal 10 DMG to All Enemies for each card removed this way."
We also want to support randomized selections so you don't have to declare which IDs or Zone a selection will target from in Notetags rather it can be determined at the time the card is played. This can be good for effects like Discover from Hearthstone where a random selection of 3 cards is presented based on some criteria and the player gets to pick which one they add to their Hand.
Currently having anything but actions inside the CA notetags breaks things, or at least throws up a warning. We're going to build in comment support. If you start a line with "//" then the rest of the line will be ignored by CGC.
Neel told me to add that part. He's right, of course. Alas, our work is never done.
But maybe it will be worth it if we get to bring more cool card games into the world. Maybe.
Cheers,
Isiah and Neel