This is the api for adding cards, and in future more to the game wildfrost: This api can be used in multiple ways: Csharp and JSON
Here are some examples of how to use it in csharp:
WildfrostModMiya.CardAdder.OnAskForAddingCards += delegate (int i)
{
CardAdder.CreateCardData("modguid","internalname")
.SetTitle("Name you see in game")
//.SetIsItem() or .SetIsUnit()
.AddToPool(CardAdder.VanillaRewardPools.BasicItemPool)
.SetCanPlay(CardAdder.CanPlay.CanPlayOnEnemy | CardAdder.CanPlay.CanPlayOnBoard)
.SetSprites("CardPortraits\testPortrait","CardPortraits\testBackground")
.SetDamage(2)
.SetBloodProfile(CardAdder.VanillaBloodProfiles.BloodProfilePinkWisp)
.SetIdleAnimationProfile(CardAdder.VanillaCardAnimationProfiles.GoopAnimationProfile)
.SetTraits(CardAdder.VanillaTraits.Barrage.TraitStack(1))
.SetStartWithEffects(CardAdder.VanillaStatusEffects.IncreaseEffects.StatusEffectStack(1))
.SetAttackEffects(CardAdder.VanillaStatusEffects.Demonize.StatusEffectStack(1))
.RegisterCardInApi();
};
Here are example of how to use it in json:
{
"portraitPath": "CardPortraits\testPortrait",
"backgroundPath": "CardPortraits\testBackground",
"name": "API.TestCard",
"title": "Test Card",
"hp": 0,
"hasHealth": false,
"damage": 1,
"hasAttack": true,
"counter": 0,
"upgrades": [
],
"attackEffects": [
{
"name": "Demonize",
"count": 1
}
],
"startWithEffects": [
],
"traits": [
],
"customData": {
},
"pools": [
"BasicItemPool"
],
"bloodProfile": "Blood Profile Normal",
"idleAnimation": "SwayAnimationProfile",
"CardType": "Item",
"IsItem": true,
"CanPlayOnBoard": true,
"CanPlayOnEnemy": true,
"CanPlayOnFriendly": true,
"CanPlayOnHand": true
}
Next ill show some variable stuff you might want to know for json modding:
VanillaBloodProfiles
{
Blood Profile Berry,
Blood Profile Black,
Blood Profile BlueDouble,
Blood Profile Fungus,
Blood Profile Normal,
Blood Profile Snow,
Blood Profile PinkWisp,
Blood Profile Husk,
}
VanillaCardAnimationProfiles
{
HeartbeatAnimationProfile,
FloatAnimationProfile,
FloatSquishAnimationProfile,
FlyAnimationProfile,
GiantAnimationProfile,
HangAnimationProfile,
Heartbeat2AnimationProfile,
PingAnimationProfile,
PulseAnimationProfile,
ShakeAnimationProfile,
SquishAnimationProfile,
SwayAnimationProfile,
GoopAnimationProfile,
}
VanillaTraits
{
Aimless,
Backline,
Barrage,
Bombard 1,
Bombard 2,
Combo,
Consume,
Crush,
Draw,
Effigy,
Explode,
Frontline,
Fury,
Greed,
Hellbent,
Knockback,
Longshot,
Noomlin,
Pigheaded,
Pull,
Recycle,
Smackback,
Soulbound,
Spark,
Summoned,
Trash,
Unmovable,
Wild,
}
The list of effects is giant, but i'll show you the most important ones:
VanillaStatusEffects{
Block,
Demonize,
Frost,
Haze,
ImmuneToFrost,
ImmuneToSnow,
ImmuneToSpice,
ImmuneToVim,
On Hit Pull Target,
On Hit Push Target,
Pull,
Push,
ResistShroom,
ResistSnow,
ResistSpice,
Scrap,
Shroom,
Snow,
Spice,
Teeth,
Summoned,
Unmovable,
Weakness,
FOR MORE ASK IN DISCORD
}
VanillaCardUpgrades
{
None,
CardUpgradeAcorn,
CardUpgradeAttackAndHealth,
CardUpgradeAttackConsume,
CardUpgradeAttackIncreaseCounter,
CardUpgradeAttackRemoveEffects,
CardUpgradeBalanced,
CardUpgradeBarrage,
CardUpgradeBattle,
CardUpgradeBling,
CardUpgradeBlock,
CardUpgradeBom,
CardUpgradeBombskull,
CardUpgradeBoost,
CardUpgradeCake,
CardUpgradeCloudberry,
CardUpgradeConsume,
CardUpgradeConsumeAddHealth,
CardUpgradeConsumeOverload,
CardUpgradeCritical,
CardUpgradeCrush,
CardUpgradeDemonize,
CardUpgradeDraw,
CardUpgradeEffigy,
CardUpgradeFrenzyConsume,
CardUpgradeFrenzyReduceAttack,
CardUpgradeFrosthand,
CardUpgradeFury,
CardUpgradeGreed,
CardUpgradeHeart,
CardUpgradeHook,
CardUpgradeInk,
CardUpgradeNoomlin,
CardUpgradeOverload,
CardUpgradePig,
CardUpgradePunchfist,
CardUpgradeRemoveCharmLimit,
CardUpgradeScrap,
CardUpgradeShellBecomesSpice,
CardUpgradeShellOnKill,
CardUpgradeShroom,
CardUpgradeShroomReduceHealth,
CardUpgradeSnowball,
CardUpgradeSnowImmune,
CardUpgradeSpark,
CardUpgradeSpice,
CardUpgradeSpiky,
CardUpgradeSun,
CardUpgradeTeethWhenHit,
CardUpgradeTrash,
CardUpgradeWeakness,
CardUpgradeWildcard,
Crown,
}