Conditions in AF
Originally I was thinking Conditions would exist as a separate AbilityFactory, but as time has gone on I realized that doesn't make sense. It should exist as something similar to a Restriction. On Resolution, we check if the Condition is true, and if it is, resolve the ability as normal. Otherwise, try to run any SubAbilities.
So today I present to you the initial carnation of Condition. It is remarkably similar to IsPresent (with an added bonus we might want to provide for IsPresent).
I used Molten Rain as a Proof of Concept for AF$Damage, but it should be a simple C/P to get it functional for other AFs. You'll probably want to add a line in the StackDescription with the Conditional Text as I did for Damage.
At some point, we will want to the AI to consider the Conditions before playing cards. If the Condition is on the Parent Ability (like Pyroblast) then the Condition should be abided (otherwise it's just a wasted spell). If the Condition is on the SubAbility, it probably should reduce likelihood of playing, but not outright return false if it can't.
And here's some wiki page for it: http://www.slightlymagic.net/wiki/Forge_Condition
So today I present to you the initial carnation of Condition. It is remarkably similar to IsPresent (with an added bonus we might want to provide for IsPresent).
I used Molten Rain as a Proof of Concept for AF$Damage, but it should be a simple C/P to get it functional for other AFs. You'll probably want to add a line in the StackDescription with the Conditional Text as I did for Damage.
At some point, we will want to the AI to consider the Conditions before playing cards. If the Condition is on the Parent Ability (like Pyroblast) then the Condition should be abided (otherwise it's just a wasted spell). If the Condition is on the SubAbility, it probably should reduce likelihood of playing, but not outright return false if it can't.
And here's some wiki page for it: http://www.slightlymagic.net/wiki/Forge_Condition