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Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145158#msg145158
« Reply #12 on: August 23, 2010, 11:31:31 pm »
[quote author=bored_ninja777 link=topic=11792.msg155320#msg155320 date=1282603450

i see.. well im on Windows 7 .. i have ubuntu that comes with GIMP on the other half of my laptop. ill take a look at the pixlr.com thanks :)
pixlr isn't photoshopping...all you have to do is make the card leave a couple spaces, save it, bring it up in pixlr, copy the :darkness and  :light symbols directly from here, save it again.
guess i didnt think of that.. ill try it.
[/quote]
i am failing hard here.. i loaded the image.. now how exactly do i copy and paste the symbol from here.. i clicked copy image.. i try edit paste.. it doesnt show up anywhere.. i tried making an selected area.. still did not work.
figured it out.
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Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145168#msg145168
« Reply #13 on: August 23, 2010, 11:42:22 pm »
All edited and fixed i hope.. so.. now that ive gone thru all that.. anyone like it? or is it game usable?
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Offline tinkady

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145175#msg145175
« Reply #14 on: August 23, 2010, 11:58:36 pm »
i like it...the upped version is definitely OP tho. imagine 6 of them in a speed rainbow. you can get almost 5 of them off a single suppernova, so they would come out quickly. 8 damage per talisman every turn is a lot for such a cheap card for rainbows. how about say the cost must be paid with :light or :darkness? that would make it balanced i think. also the unupped version is UP unless youre playing a rainbow...if you make my suggested change i'd say lower its price by  one

Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145188#msg145188
« Reply #15 on: August 24, 2010, 12:22:27 am »
i like it...the upped version is definitely OP tho. imagine 6 of them in a speed rainbow. you can get almost 5 of them off a single supernova, so they would come out quickly. 8 damage per talisman every turn is a lot for such a cheap card for rainbows. how about say the cost must be paid with :light or :darkness? that would make it balanced i think. also the unupped version is UP unless youre playing a rainbow...if you make my suggested change i'd say lower its price by  one
umm well the cost is paid with either  :light to gain the life or they can pay   :darkness to do the damage.
the damage can be reflected. it is a one or the other choice. you don't get both.
If possible maybe make the card a dual cost to play. Duel cards don't exist in this game as of yet? I could change it to 3 :light 3 :darkness to play the card.
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Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145196#msg145196
« Reply #16 on: August 24, 2010, 12:34:50 am »


this is the best i could do at the moment.. the card editor doesnt really allow extra space for another 3.. so this would mean 3 dark + 3 light to play.

idk i like the idea of dual cards but idk if its possible.
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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145235#msg145235
« Reply #17 on: August 24, 2010, 01:16:47 am »


this is the best i could do at the moment.. the card editor doesnt really allow extra space for another 3.. so this would mean 3 dark + 3 light to play.

idk i like the idea of dual cards but idk if its possible.
Zanz has confirmed that dual summoning costs would require a code rework.

Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145246#msg145246
« Reply #18 on: August 24, 2010, 01:32:40 am »


this is the best i could do at the moment.. the card editor doesnt really allow extra space for another 3.. so this would mean 3 dark + 3 light to play.

idk i like the idea of dual cards but idk if its possible.
Zanz has confirmed that dual summoning costs would require a code rework.
ok thanks :) i just made the image to show what i was talking about if it was possible.. otherwise it stays as is as an other artifact. if it is still overpowered to pay 6 and then once a turn pay for 1 ability or the other than maybe i can raise the cost to 3 :light to gain life and 3 :darkness to do the damage.
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Offline EvaRia

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145726#msg145726
« Reply #19 on: August 24, 2010, 08:09:54 pm »
Wow we really did have similar ideas.
One thing though: I'm pretty sure the game as of now doesn't have a way that let's you choose between 2 different abilities to activate.
When you click the card to activate the ability, how does it decide which ability you are using?

miniwally

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145735#msg145735
« Reply #20 on: August 24, 2010, 08:32:01 pm »
Just an idea which would make it less powerful which may be a good thing but why not have a counter, first time used it uses 1 :light and heals you 8 next it uses 1 :darkness and damages enemy 8 means it'd require an opposite duo to work effectively and easier to code.

Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145751#msg145751
« Reply #21 on: August 24, 2010, 08:50:10 pm »
Just an idea which would make it less powerful which may be a good thing but why not have a counter, first time used it uses 1 :light and heals you 8 next it uses 1 :darkness and damages enemy 8 means it'd require an opposite duo to work effectively and easier to code.
thanks for looking at it Eva.

as far as the ability, i thought if the user clicked the card it would just choose which target.. the opponent or the user. dependent on which one is clicked that ability is triggered. i dont think that would be a problem to code since many cards are similar to this target feature. When you do say thunderbolt, u choose creature or opponent. Same thing but instead its youself or the opponent. they choose the opponent it will check for 1  :darkness to pay for it. if they choose themselves it will check for 1  :light.
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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145791#msg145791
« Reply #22 on: August 24, 2010, 10:03:11 pm »
And the different effect depending on target is there too: the light heal will damage death or darkness creatures.
Also nice concept, and I like the balance of making it a neutral (other) card.

Maybe you could make it have one of three effects, depending on your quantum pools (to reflect the notion of balance between yin and yang)

1. Generate 1 :darkness and 1 :light when you have the same size  :darkness and  :light pools
2. Heal yourself for one amount when you have more  :light
3. Damage the enemy for an amount when you have more  :darkness

That way you would have to play cards costing  :darkness and  :light in order to tip the balance from one to the other, and if you find balance, this will grant you power (but using that power will unbalance again). My only worry is card space and description size.

Offline bored_ninja777Topic starter

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Re: Yin yang talisman | Yin yang talisman https://elementscommunity.org/forum/index.php?topic=11792.msg145816#msg145816
« Reply #23 on: August 24, 2010, 10:43:44 pm »
And the different effect depending on target is there too: the light heal will damage death or darkness creatures.
Also nice concept, and I like the balance of making it a neutral (other) card.

Maybe you could make it have one of three effects, depending on your quantum pools (to reflect the notion of balance between yin and yang)

1. Generate 1 :darkness and 1 :light when you have the same size  :darkness and  :light pools
2. Heal yourself for one amount when you have more  :light
3. Damage the enemy for an amount when you have more  :darkness

That way you would have to play cards costing  :darkness and  :light in order to tip the balance from one to the other, and if you find balance, this will grant you power (but using that power will unbalance again). My only worry is card space and description size.
dont really wanna change the card effect but if people think your idea works then maybe ill change it.
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anything
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