public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Rarity = CollectableRarity.Rare,

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName     = typeof(CardTraitApplyStatusToPlayedUnits).AssemblyQualifiedName,
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               statusId = "ambush", count = 1
                                                                           } }
                    },
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitUnplayable"
                    },
                }
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 2,
                Rarity = CollectableRarity.Rare,

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState",
                    },
                }
            };

            Utils.AddWard(railyard, IDName, BuildUnit());
            Utils.AddImg(railyard, "Webcam.png");

            //railyard.EffectBuilders.Add(
            //new CardEffectDataBuilder
            //{
            //    EffectStateName = "CardEffectSpawnMonster",
            //    TargetMode = TargetMode.FrontInRoom,
            //    ParamInt = 6,
            //    ParamCharacterData = BuildFillerUnit(),
            //});

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 3
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 2,
                Rarity = CollectableRarity.Common,

                TargetsRoom = true,
                Targetless  = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = typeof(CardEffectTeleport).AssemblyQualifiedName,
                        TargetMode      = TargetMode.Room,
                        TargetTeamType  = Team.Type.Heroes | Team.Type.Monsters,
                    },
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "zoidberg.jpg");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 4
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                CostType   = CardData.CostType.ConsumeRemainingEnergy,
                Rarity     = CollectableRarity.Uncommon,
                Targetless = true,

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName        = typeof(CardTraitScalingReturnConsumedCardsFixed).AssemblyQualifiedName,
                        ParamTrackedValue     = CardStatistics.TrackedValueType.PlayedCost,
                        ParamEntryDuration    = CardStatistics.EntryDuration.ThisBattle,
                        ParamUseScalingParams = true,
                        ParamInt = 1,
                    },
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState",
                    },
                }
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddCardPortrait(railyard, "Rewind");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 5
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 1,
                Rarity = CollectableRarity.Common,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = "CardEffectAddStatusEffect",
                        TargetMode         = TargetMode.DropTargetCharacter,
                        TargetTeamType     = Team.Type.Heroes | Team.Type.Monsters,
                        TargetIgnoreBosses = true,
                    },
                },
            };

            railyard.EffectBuilders[0].AddStatusEffect("gravity", 1);

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Apple-Elixir.png");

            // Do this to complete
            railyard.BuildAndRegister();
        }
        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 2,
                Rarity     = CollectableRarity.Uncommon,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = typeof(CardEffectFreezeAllCards).AssemblyQualifiedName,
                    }
                },
                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState"
                    }
                }
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Time-Freeze.png");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 7
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 2,
                Rarity = CollectableRarity.Common,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectDamage",
                        ParamInt        = 5,
                        TargetMode      = TargetMode.Room,
                        TargetTeamType  = Team.Type.Monsters,
                    },
                },

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = typeof(CardTraitIgnoreArmor).AssemblyQualifiedName,
                    },
                }
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 8
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 0,
                Rarity = CollectableRarity.Common,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = "CardEffectAddStatusEffect",
                        ParamInt           = 100,
                        TargetMode         = TargetMode.DropTargetCharacter,
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               statusId = "spark", count = 1
                                                                           } }
                    }
                },
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 9
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 1,
                Rarity     = CollectableRarity.Common,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = typeof(CardEffectScryFreebies).AssemblyQualifiedName,
                        ParamInt           = 3,
                        AdditionalParamInt = 1,
                        TargetMode         = TargetMode.Deck,
                    }
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "image0.jpg");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 10
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        public static void Make()
        {
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost        = 1,
                Rarity      = CollectableRarity.Common,
                TargetsRoom = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = typeof(CardEffectTeleport).AssemblyQualifiedName,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes | Team.Type.Monsters,
                    }
                },
                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState",
                    }
                }
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Pattern-Shift.png");
            railyard.CardPoolIDs = new List <string>();

            railyard.BuildAndRegister();
        }
Esempio n. 11
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 0,
                Rarity     = CollectableRarity.Common,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateType    = typeof(CardEffectAddPyreStatusEmpowered),
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               count = 1, statusId = "armor"
                                                                           } },
                    },
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddCardPortrait(railyard, "Firewall");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 12
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 1,
                Rarity = CollectableRarity.Uncommon,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = "CardEffectAddStatusEffect",
                        ParamInt           = 100,
                        TargetMode         = TargetMode.Room,
                        TargetTeamType     = Team.Type.Monsters,
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               statusId = "debuff", count = 1
                                                                           } }
                    }
                },
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 13
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 0,
                Rarity = CollectableRarity.Uncommon,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectAddStatusEffect",
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes | Team.Type.Monsters,
                    },
                },

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState"
                    }
                }
            };

            railyard.EffectBuilders[0].AddStatusEffect("chronolock", 2);

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
        public static void Make()
        {
            var upgradeBlocker = new CardUpgradeDataBuilder
            {
                UpgradeTitle          = "Unusable",
                UpgradeDescription    = "This slot is unavailable.",
                HideUpgradeIconOnCard = false,
                UpgradeIconPath       = ("Enhancer/UnitUpgradePyrelink.png"),
            }.Build();

            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost             = 2,
                Rarity           = CollectableRarity.Uncommon,
                StartingUpgrades = new List <CardUpgradeData>
                {
                    upgradeBlocker,
                    upgradeBlocker,
                }
            };

            Utils.AddUnit(railyard, IDName, BuildUnit());
            Utils.AddImg(railyard, imgName + ".png");

            // Do this to complete
            railyard.BuildAndRegister();
        }
        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 0,
                Rarity = CollectableRarity.Common,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectBump",
                        ParamInt        = -1,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes,
                    },
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectHeal",
                        ParamInt        = 999,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes
                    }
                },
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 16
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 0,
                Rarity = CollectableRarity.Common,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectFloorRearrange",
                        ParamInt        = 1,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Monsters | Team.Type.Heroes,
                    }
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "image0.jpg");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 17
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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>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectBump",
                        ParamInt        = -1,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Monsters,
                    }
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "zyzzy.png");
            // Do this to complete

            railyard.BuildAndRegister();
        }
        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost        = 0,
                Rarity      = CollectableRarity.Common,
                TargetsRoom = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = typeof(CardEffectEmberwaveEmberDmg).AssemblyQualifiedName,
                        ParamInt        = 2,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes | Team.Type.Monsters,
                    },
                },
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 19
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 2,
                Rarity = CollectableRarity.Rare,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = typeof(CardEffectTransferAllStatusEffects).AssemblyQualifiedName,
                        TargetMode         = TargetMode.DropTargetCharacter,
                        TargetTeamType     = Team.Type.Heroes | Team.Type.Monsters,
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               statusId = "Spark", count = 0
                                                                           } }
                    }
                },
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 20
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 1,
                Rarity = CollectableRarity.Uncommon,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateType = typeof(CardEffectAddWard),
                        ParamStr        = "WardStateShifter",
                        TargetMode      = TargetMode.Room,
                    }
                },

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState",
                    },
                }
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 21
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost        = 1,
                Rarity      = CollectableRarity.Common,
                TargetsRoom = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateType = typeof(CardEffectAddClassStatus),
                        ParamInt        = 2,
                        TargetMode      = TargetMode.DropTargetCharacter,
                        TargetTeamType  = Team.Type.Heroes | Team.Type.Monsters,
                    }
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Pendulum.png");
            railyard.CardPoolIDs = new List <string>();

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 22
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 1,
                Rarity     = CollectableRarity.Uncommon,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        //EffectStateName = typeof(CardEffectScryConsumeFortune).AssemblyQualifiedName,
                        ParamInt           = 4,
                        AdditionalParamInt = 1,
                        TargetMode         = TargetMode.Deck,
                    }
                },

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder {
                        TraitStateName = "CardTraitExhaustState",
                    }
                }
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "image0.jpg");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 23
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost   = 1,
                Rarity = CollectableRarity.Common,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = "CardEffectAddStatusEffect",
                        TargetMode         = TargetMode.DropTargetCharacter,
                        TargetTeamType     = Team.Type.Heroes | Team.Type.Monsters,
                        TargetIgnoreBosses = true,
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               count = 3, statusId = "gravity"
                                                                           } },
                    },
                },
                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder {
                        TraitStateName = "CardTraitExhaustState"
                    }
                }
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Apple-Elixir.png");

            // Do this to complete
            railyard.BuildAndRegister();
        }
        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 0,
                Rarity     = CollectableRarity.Uncommon,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName    = typeof(CardEffectScryDiscard).AssemblyQualifiedName,
                        ParamBool          = true,
                        ParamInt           = 2,
                        AdditionalParamInt = 99,
                        TargetMode         = TargetMode.Deck,
                    }
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddCardPortrait(railyard, "PalmReading");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 25
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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();
        }
Esempio n. 26
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 0,
                Rarity     = CollectableRarity.Uncommon,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = typeof(CardEffectChooseDraw).AssemblyQualifiedName,
                        ParamInt        = 1,
                        TargetMode      = TargetMode.Deck,
                    }
                },
                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState"
                    },
                }
            };

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

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 27
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        public static void Make()
        {
            // Basic Card Stats
            CardDataBuilder railyard = new CardDataBuilder
            {
                Cost       = 1,
                Rarity     = CollectableRarity.Rare,
                Targetless = true,

                EffectBuilders = new List <CardEffectDataBuilder>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateType    = typeof(CardEffectAddPyreStatus),
                        ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData {
                                                                               count = 1, statusId = Quick
                                                                           } },
                    },
                },

                TraitBuilders = new List <CardTraitDataBuilder>
                {
                    new CardTraitDataBuilder
                    {
                        TraitStateName = "CardTraitExhaustState"
                    },
                }
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "Rocket-Speed.png");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 28
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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>
                {
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectDamage",
                        ParamInt        = 5,
                        TargetMode      = TargetMode.RandomInRoom,
                        TargetTeamType  = Team.Type.Heroes,
                    },
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectDamage",
                        ParamInt        = 5,
                        TargetMode      = TargetMode.RandomInRoom,
                        TargetTeamType  = Team.Type.Heroes,
                    },
                    new CardEffectDataBuilder
                    {
                        EffectStateName = "CardEffectDamage",
                        ParamInt        = 5,
                        TargetMode      = TargetMode.RandomInRoom,
                        TargetTeamType  = Team.Type.Heroes,
                    },
                },

                TriggerBuilders = new List <CardTriggerEffectDataBuilder>
                {
                    new CardTriggerEffectDataBuilder
                    {
                        trigger            = CardTriggerType.OnUnplayed,
                        CardTriggerEffects = new List <CardTriggerData>
                        {
                            new CardTriggerData
                            {
                                persistenceMode   = PersistenceMode.SingleBattle,
                                cardTriggerEffect = "CardTriggerEffectBuffSpellDamage",
                                paramInt          = -2,
                                buffEffectType    = "CardEffectBuffDamage",
                            }
                        }
                    }
                },
            };

            Utils.AddSpell(railyard, IDName);
            Utils.AddImg(railyard, "image0.jpg");

            // Do this to complete
            railyard.BuildAndRegister();
        }
Esempio n. 29
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        public static CardData Make()
        {
            CardDataBuilder cardDataBuilder = new CardDataBuilder
            {
                CardID = ID
            };

            return(cardDataBuilder.BuildAndRegister());
        }
Esempio n. 30
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        public static CardData Make()
        {
            CardDataBuilder cardDataBuilder = new CardDataBuilder
            {
                CardID      = ID,
                LinkedClass = Plugin.clanARef
            };

            return(cardDataBuilder.BuildAndRegister());
        }