Realizing the main issue with this is the spacing of the "actual" effects.
Most Hero Realm cards sometimes fill empty space with flavor text, which can be of varying lengths. So it might be a good idea to embark card_skin_data in the create_effects function in order to address this.
An example of how flavor text does not properly fit without modifications to how effects are displayed:
This honestly does not look very trivial to do, but I want to get your two cents on this
IMO:
We can either scrap flavor texts entirely / postpone them (lazy but fair because not critical, falls in "nice to haves" but gives the game a bit of soul)
We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion)
We could be even more lazy and relocate the flavor text somewhere else / do something else with it. What I have in mind:
Flavor text when you hover over it with the mouse, on the bottom of the image or as a dialog somewhere? (not too fond of it personally)
Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?)
Realizing the main issue with this is the spacing of the "actual" effects.
Most Hero Realm cards sometimes fill empty space with flavor text, which can be of varying lengths. So it might be a good idea to embark `card_skin_data` in the `create_effects` function in order to address this.
Here is the issue illustrated:
A Hero Realms card with flavor text:
https://www.herorealms.com/wp-content/uploads/2017/09/BDR-EN-002-dragons-bite.jpg
An example of how flavor text does not properly fit without modifications to how effects are displayed:

This honestly does not look very trivial to do, but I want to get your two cents on this
IMO:
- We can either scrap flavor texts entirely / postpone them (lazy but fair because not critical, falls in "nice to haves" but gives the game a bit of soul)
- We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion)
- We could be even more lazy and relocate the flavor text somewhere else / do something else with it. What I have in mind:
- Flavor text when you hover over it with the mouse, on the bottom of the image or as a dialog somewhere? (not too fond of it personally)
- Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?)
@legonzaur @Fhuris
We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion)
Doable, we might want to clean up the code a little bit before that.
Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?)
> We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion)
Doable, we might want to clean up the code a little bit before that.
> Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?)

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Mostly to restore the old way cards were.
I will (eventually) cook a PR and attach screenshots to let you guys challenge how it looks
Realizing the main issue with this is the spacing of the "actual" effects.
Most Hero Realm cards sometimes fill empty space with flavor text, which can be of varying lengths. So it might be a good idea to embark
card_skin_datain thecreate_effectsfunction in order to address this.Here is the issue illustrated:
A Hero Realms card with flavor text:
https://www.herorealms.com/wp-content/uploads/2017/09/BDR-EN-002-dragons-bite.jpg
An example of how flavor text does not properly fit without modifications to how effects are displayed:
This honestly does not look very trivial to do, but I want to get your two cents on this
IMO:
@legonzaur @Fhuris
Created https://git.legonzaur.fr/heronfief/cards-gen/src/branch/feat/flavor_text with my WIP changes, which is what I used for the screenshot
Doable, we might want to clean up the code a little bit before that.