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unmuted2021's Issues

If an action card is not obtainable or playable, highlight the resource that prevents performing/obtaining

There are already separate functions in Action.js that return a true/false for whether the obtain/perform is valid.
We could extend this function to also return a "reason" if the requested move is not valid, and then provide that feedback in the UI.

Potential UI changes:

  1. Add a highlighted/flashing style to the resource icon that's preventing the move.
  2. When clicked or hovered, pop up a text description explaining why the move is invalid.

Create Status Effects

Status effects are temporary conditions.

For now they are defined by:

  • A name
  • A set of effects
  • An ending trigger.

Add a "Story Point" persistent resource.

  • Events can set 2 thresholds for story points:
    • Top threshold cleared gives buffs.
    • Bottom threshold cleared survives.
    • Bottom threshold failed loses.
  • Special cards can increase story points.

Create a music player

It should just keep playing its current song in loop.
Events can trigger song change.

Re-style "Not Available" to be clearer on all backgrounds

The styling for the text shadows is at https://github.com/shaoster/apex2021/blob/main/src/App.css#L143

See https://developer.mozilla.org/en-US/docs/web/css/text-shadow for how the text-shadow style works.

The #fff just means white. In CSS, colors can be represented a couple of ways:

  1. Actual text, like black. This is not preferred.
  2. rgba(<redvalue>,<greenvalue>,<blue value>,<transparency).
  3. # (In this case red/green/blue are hexadecimal digits between 0 and f. In hex, a is 10, b is 11, etc...).
  4. # (In this case redred, etc... refer to 2 hex digits for a total number between 0 and 255).

Salvage Attention Resource: Migrate the "shop" concept to "opportunities"

Not all of the options necessarily involve buying with money.
Some opportunities cost energy instead.

If we:

  1. add more cards to the shop
  2. time-bound the opportunities in the shop (i.e. events can clear the shop before adding their own cards)

...then the "attention" resource becomes scarce again to force players to choose between various options.

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