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Would you be able to send me a JSON of the card you are trying to create? It would be easier for me to debug the issue with a card file.
I'm glad you like the mechanic!
I had originally been using the mechanic for a personal character I made, but I included it in Fabricate because patching it in through an external mod would be extremely complicated and finicky.
I do feel, however, that it is a significant departure from the base game, and there are a lot of aspects of it that would need explaining through tutorials (e.g. what do summons even do, what happens when they die, how summon priority works, how to choose the target for a summon, etc.), and there isn't room for this in the card creator IMO. As such, I opted to hide them by default so that users not familiar with the mechanic would not get confused or overwhelmed by its presence.
There are also a few kinks that need to be worked out. Aside from the issue that The Real Steve Harvey is reporting is still ongoing, I also need to figure out how summon priority should be displayed on the card.
Oh, I see. That makes sense I guess. I just read previously about this "summon mechanic" here and there but couldn't find anything in the editor. I did once take a look at the mod config but I thought that "irrelevant properties" would be just that. Well, I did think it would be some more advanced stuff and the summon stuff certainly is more advanced.
I personally really like it so far. Just a few quick questions: I think there's no way to gain additional slots like how you can gain additional orb slots. And there's no trigger when the summons die; withdraw is only when it returns as a card to the discard pile; dead summons are purged. Is that correct? I didn't play much with it yet but I think options to get more slots and some summons having effects when they die could be interesting. Just as a suggestion if it's not already a thing.
Yes, withdraw only refers to when a summon gets returned to the draw pile. I have a condition for an on-death check ready and I can enable it in the next update I put out.
As for the additional slots, there's support for that in the backend but I haven't gotten around to testing to see how it works in practice yet.
X-Cost using up your energy is something that has to be triggered manually through an effect. Base game cards that are X cost actually always manually define such an effect in their use effects; without it, they would also essentially be free to use.