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So what I've done today...

  • Refactored some code

  • Added functionality to skill and inventory panels

  • Updated player "pipes"

  • Wrote a simple XML piece to make it easier to change token data for testing


And what needs to be done...

  • Make some real "inventory" items

  • Removing legal targeting for now and allow all pieces to be played in the various locations

  • Clean up the hand area and figure out a more elegant way to handle both displaying many tokens and switching between hand/lost/reserve piles


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Hrmmm, I'm going to have to match the cyan/blue of the Ea tokens to the glow in the pipes. And I'll whip you up some inventory items.

It's lookin' good, if I may be so bold ;)

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The inventory items will be handled just like tokens are right now since they are played from the hand onto characters. I'll just scale down the image for the square instead of having a separate icon like we currently do for the skills. Skills are different because they aren't played ON anything.

So inventory items that would seem pretty standard are things like knives, guns, swords, etc. I'm thinking of requiring separate skills for pistol, rifle, etc. to make them really effective. Otherwise, why would you choose a sword over a gun?

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