Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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Functions ¶
Types ¶
type Card ¶
type Card struct { Name string Picture string Description string Type CardType Energy uint Rarity uint }
Card instance
type CardRarity ¶
type CardRarity uint
CardRarity is rarity of the card depends on the color of the banner behind its name, regardless of the card's faction
const ( // COMMON cards have a grey banner COMMON CardRarity = iota // UNCOMMON cards have a blue banner UNCOMMON // RARE cards have a gold banner RARE )
type CardType ¶
type CardType uint
CardType defines which type is the Card
const ( // ATTACK is a reusable card (Unless it has Exhaust) that deals direct damage to an enemy and may have a secondary effect ATTACK CardType = iota // SKILL is a reusable card (Unless it has Exhaust) that has more unique effects to it. There isn't a clear direction with offensiveness and defensiveness unlike attacks SKILL // POWER is a permanent upgrade for the entire combat encounter. Some Powers give flat stats like Strength or Dexterity. Others require certain conditions to be met that combat. Each copy of a given power can only be played once per combat POWER // STATUS is Unplayable cards added to the deck during combat encounters. They are designed to bloat the deck and prevent the player from drawing beneficial cards, with some of them having additional negative effects. Unlike Curses, Status cards are removed from the deck at the end of combat STATUS // CURSE is Unplayable cards added to the deck during in-game events. Similar to status cards they are designed to bloat the deck and prevent the player from drawing beneficial cards, with some of them having additional negative effects during combat. Unlike Statuses, Curse cards persist in the players' deck until removed by other means CURSE )
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