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→ a (it is also the way Underdog is currently implemented) – (maybe use properties for such cases at some point) |
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Empty is a candidate skill for "A card with Empty will not provide any fire or spirits. This also means the card cannot be sacrificed."
There are at least two basic philosophies to implement such skills:
a) A card with Empty keeps all its stats (esp. has_*) and the code does special handling to check for cards with this skill wherever appropriate (e.g., card placement).
b) A card keeps its original stats and adjusts its stats as it gets (and loses, in which case the original stats will be restored) a skill such as Empty.
b1) Use the state introduced by FightCard for this.
b2) Introduce a new state for this.
Conclusion
Preference for a ATM.
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