# The legs (TODO: export shorthands for each leg effect in iditacard.cls so that # the cue generation/gomplate instantiation can be simplified) # # TODO: consider returning to the old leg system, it allowed for more # flavour and less clutter, its main downside was that the game was too # "complicated" and that slowed it down, perhaps decrease the density of legs # while still using the old card-based system? legs: # First legs farm: name: 'Farm' level: firstleg effect: '\allowednot{\includegraphics[width=1cm]{icons/starve.png}}' spaces: 3: hypo 5: damage 7: hypo fishing_hole: name: 'Fishing Hole' level: firstleg effect: '\daydraw{3}' spaces: 3: damage 5: hypo 7: damage hospital: name: 'Hospital' level: firstleg effect: '\freecardtype{personal}' spaces: 3: starve 5: hypo 7: starve new_moon: name: 'New Moon' level: firstleg effect: '\freecardtype{dog}' spaces: 3: hypo 5: starve 7: hypo repair_shop: name: 'Repair Shop' level: firstleg effect: '\freecardtype{sled}' spaces: 3: starve 5: damage 7: starve volcano: name: 'Volcano' level: firstleg effect: '\allowednot{\includegraphics[width=1cm]{icons/hypo.png}}' spaces: 3: damage 5: starve 7: damage # Second legs downhill: name: 'Downhill' level: secondleg effect: '\speed{3}' spaces: 2: hypo 4: damage 6: damage 8: hypo junkyard: name: 'Junkyard' level: secondleg effect: '\healthcosts{-1}' spaces: 2: damage 4: hypo 6: hypo 8: damage