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MT2 Keywords
Brandon edited this page Jun 10, 2026
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Short aside about this games Keyword System. Not all keywords are created equally, and not all keywords are associated with code.
Before diving into making a keyword this decision tree will help you determine the best way to go about it, along with the relevant section to refer to.
- YES ➔ It is a status effect. See: Custom Status Effects
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YES ➔ Is the keyword present on a character?
- YES ➔ Create a custom character trigger. See: Custom Triggers
- NO ➔ Create a custom card trigger. See: Custom Triggers
(Example: via a shop upgrade)
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YES ➔ Create a CardTrait. See: Custom Card Traits
Implementation Details:
- Look at
PiercingorCardTraitIgnoreArmoras examples. - Override one or more of the following to provide localized text:
GetCardText,GetCardTooltipTitle, orGetCardTooltipText(which defaults to callingGetCardText). - Provide a localization key, then translate it within those functions.
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GetCardTextandGetCardTooltipTitleshould return bolded text. UseLocalizeTraitKeyor surround the text in HTML bold tags:<b>text</b>. - See
CardTraitPersistentfor reference.
- Look at
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YES ➔ Create a Custom Card Effect. See: Custom Card Effects
Implementation Details:
- Look at
CardEffectSacrifice(a trait-like effect keyword) as an example. - Override
GetDescriptionAsTrait, which returns the localization for the text that adds itself to the card. (You must specify localizations for this key). - Additionally, implement
ICardEffectStatuslessTooltipand implementGetTooltipBaseKeyto return a base localization key.
- Look at
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YES ➔ Simply make up a keyword in the card's description.
- Example: See any card with Cultivate.
- Use
AdditionalTooltipson the card effect to explain it. This type of keyword does not require any new code.
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NO ➔ Create a Custom Card Effect. See: Custom Card Effects
- Implement the custom logic to perform the effect.
- Override the relevant function to have it display a tooltip when a card possesses it (see
Propagatefor reference).