Quote:
Originally posted by Arbiter
As hinted at in the code above ours is a little more complex, but not much.
It goes....
Who it affects (current player, allies, enemy, all)
Who can trigger it (current player, allies, enemy, all)
What the event is
What the effect is
I'm compiling lists of events and effects which I'll post up maybe later today.
The way it's going to work is that there will be a general trigger sweep at the start of each turn and after each triggerable event. This is going to be fun to implement, but it will really help make the game more interactive.
You missunderstood me. What I meant was for your event to be a condition, and have an event for the triggers. The event could be beginning of turn, start of game, etc. You would still have who can trigger it and the effect, with a new piece. I think it would be better if each effect has the who it affects part instead of the trigger. In this way, you could create one trigger which gives the first player who brings an RMV to Region X 25 BaseMetals, and takes 5 BaseMetals from each player, and would display like the following: