public static CardDataBuilder CreateCard()
        {
            CardDataBuilder cardDataBuilder = new CardDataBuilder
            {
                CardID = "NyoBlast",
                Name   = "Nyo-Blast",
                Cost   = 6,
                OverrideDescriptionKey = "CardData_overrideDescriptionKey-ecb95717c140b89f-64f8b55236b461741b1feea18f971216-v2",
                TargetsRoom            = true,
                Targetless             = false,
                Clan = MTClan.Hellhorned
            };

            cardDataBuilder.CreateAndSetCardArtPrefabVariantRef(
                "Assets/GameData/Cards/Portrait_Prefabs/CardArt_Spell_Awoken_Smite.prefab",
                "c1ffdd3f20795fb46a210716ab0775fd"
                );
            cardDataBuilder.AddToCardPool(MTCardPool.StandardPool);

            var damageEffectBuilder = new CardEffectDataBuilder
            {
                EffectStateName = "CardEffectDamage",
                ParamInt        = 500,
                TargetMode      = TargetMode.DropTargetCharacter
            };

            cardDataBuilder.Effects.Add(damageEffectBuilder.Build());
            cardDataBuilder.Traits.Add(new CardTraitData {
                traitStateName = "CardTraitIgnoreArmor"
            });
            return(cardDataBuilder);
        }
Beispiel #2
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost        = 1,
                Rarity      = CollectableRarity.Uncommon,
                TargetsRoom = true,

                EffectBuilders = new List <CardEffectDataBuilder>(),
            };

            ProviderManager.TryGetProvider <StatusEffectManager>(out StatusEffectManager statMan);
            foreach (var status in statMan.GetAllStatusEffectsData().GetStatusEffectData())
            {
                if (status.GetDisplayCategory() != StatusEffectData.DisplayCategory.Persistent)
                {
                    var statTran = new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectTransferAllStatusEffects",
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes | Team.Type.Monsters,
                    };

                    statTran.AddStatusEffect(status.GetStatusId(), 1);
                    railyard.EffectBuilders.Add(statTran);
                }
            }

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Pendulum.png");

            // Do this to complete
            railyard.BuildAndRegister();
        }