DnDGMod Lite v0.2.0-rc2
Pre-release
Pre-release
·
22 commits
to develop
since this release
Note: This is considered a Release Candidate. What works for me may not work for you, so please give feedback!
New Developer??
Before we get into the patch notes I just wanna give a huge shout-out to our brand-new Dev in Training, nekojoe! A lot of features of this update was their doing, and I am forever grateful to now have them on the DnDGMod team :D
The Actual Patch Notes
- Added the
Discarded:trigger to thecards.yamlspecification. As the name implies, this trigger is triggered when the card is discarded. - Mods will now be disabled if you add
enabled: falseto theirmod.yaml. This change is fully backwards-compatible; mod developers need not addenabled: trueto their mods (but they are free to if they wish). - You can now specify foil patterns for cards with the
Foil:property incards.yaml. It works similarly to theImage:property except the only valid color is#FF00FF. - Custom decks are now possible by adding
- decksto yourexports:inmod.yaml, and creatingdecks.yaml! They are currently only unlocked with the "Unlock All" setting. The format looks something like this:
Mr Beast Deck:
description: "MR. BEAST!!!"
cover_card_id: mrbeast # what card it looks like in the deck selector.
deck_list:
- mrbeast # card Identifier from cards.yaml
- 30 # regular card ID- Custom encounters are now possible by adding
- encountersto yourexports:inmod.yaml, and creating... you guessed it...encounters.yaml! The format should look like this:
Mr Beast:
Location: tavern
Difficulty: easy # easy = first half of location, hard = second half
Healthpoints: 21
Sprite: beast.png # 32x32 in res folder
Deck:
- mrbeast
- 30
Hard Foils: # for higher bets, optional
- 1 # index for deck list
Modified Stand Point: 1 # relative to 17... I think, optional
Chip Reward: 21
Start Dialogue: I'm Mr Beast, welcome to YouTube!
End Dialogue: I'm Mr Beast, signing off!