// Builds the unit public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 0, Health = 1, AttackDamage = 0, CanAttack = false, PriorityDraw = false, RoomModifierBuilders = new List <RoomModifierDataBuilder> { new RoomModifierDataBuilder { roomStateModifierClassName = typeof(RoomStateModifierRelocateBuff).AssemblyQualifiedName, ParamInt = 5 } } }; Utils.AddUnitImg(characterDataBuilder, IDName + ".png"); characterDataBuilder.SubtypeKeys = new List <string> { "ChronoSubtype_Ward" }; return(characterDataBuilder); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 2, Health = 15, AttackDamage = 5, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnAttacking, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectBump", ParamInt = -1, TargetMode = TargetMode.LastAttackedCharacter } } } } }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Eternal" }, Size = 1, Health = 30, AttackDamage = 0, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { trigger = OnSpawnChange.OnSpawnChangeCharTrigger.GetEnum(), } } }; characterDataBuilder.AddStartingStatusEffect("symbiote", 1); Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = ID, NameKey = ID + "_Name", Size = 2, Health = 10, AttackDamage = 5, RoomModifierBuilders = new List <RoomModifierDataBuilder> { new RoomModifierDataBuilder { roomStateModifierClassType = typeof(RoomStateMagicalPowerModifier), ParamInt = 0 } } }; AssetAdder.AddUnitImg(characterDataBuilder, ID); // TODO: Magic Power this floor only return(characterDataBuilder); }
// Builds the unit public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 0, Health = 1, AttackDamage = 0, RoomModifierBuilders = new List <RoomModifierDataBuilder> { new RoomModifierDataBuilder { roomStateModifierClassName = typeof(RoomStateModifierRelocateStatusEffect).AssemblyQualifiedName, ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 1, statusId = "multistrike" }, } } } }; Utils.AddUnitImg(characterDataBuilder, IDName + ".png"); return(characterDataBuilder); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "AGSubtype_Mech" }, Size = 2, Health = 15, AttackDamage = 10, StartingStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 1, statusId = "inert" }, new StatusEffectStackData { count = 1, statusId = "hunter" } }, }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 1, Health = 10, AttackDamage = 0, // Relocate TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = OnRelocate.OnRelocateCharTrigger.GetEnum(), EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectHeal", ParamInt = 999, TargetMode = TargetMode.Room, TargetTeamType = Team.Type.Monsters, } } }, } }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 1, Health = 10, AttackDamage = 5, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnSpawn, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = typeof(CardEffectScryUnitsDrawFree).AssemblyQualifiedName, ParamInt = 5, AdditionalParamInt = 1, TargetMode = TargetMode.Deck, } } } } }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
public static CharacterData BuildFillerUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = "Slag", NameKey = "Slag" + "_Name", Size = 1, Health = 1, AttackDamage = 0, CanAttack = false, PriorityDraw = false, CanBeHealed = false, StartingStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 1, statusId = "fragile" }, new StatusEffectStackData { count = 1, statusId = "cardless" }, }, StatusEffectImmunities = new string[] { "pyreboost" }, }; Utils.AddUnitImg(characterDataBuilder, "rocka.png"); characterDataBuilder.SubtypeKeys = new List <string> { "ChronoSubtype_Ward" }; return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 1, Health = 5, AttackDamage = 1, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnAttacking, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectAddStatusEffect", TargetMode = TargetMode.LastAttackedCharacter, }, } } } }; characterDataBuilder.TriggerBuilders[0].EffectBuilders[0].AddStatusEffect("chronolock", 1); Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 2, Health = 20, AttackDamage = 12, // Relocate TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = OnRelocate.OnRelocateCharTrigger.GetEnum(), EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectAddStatusEffect", TargetMode = TargetMode.Room, TargetTeamType = Team.Type.Heroes, } } }, } }; characterDataBuilder.TriggerBuilders[0].EffectBuilders[0].AddStatusEffect(Dazed, 1); Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 4, Health = 1, AttackDamage = 0, CanAttack = false, PriorityDraw = false, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.AfterSpawnEnchant, Description = "Pyreboost", EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectEnchant", ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 1, statusId = "pyreboost" }, }, TargetMode = TargetMode.Room, TargetTeamType = Team.Type.Monsters, } } }, new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnSpawn, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectSpawnMonster", TargetMode = TargetMode.FrontInRoom, ParamInt = 6, ParamCharacterData = BuildFillerUnit(), } } } }, StartingStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 1, statusId = "immobile" } }, }; Utils.AddUnitImg(characterDataBuilder, "SwordWard.png"); characterDataBuilder.SubtypeKeys = new List <string> { "ChronoSubtype_Ward" }; return(characterDataBuilder); }
public static CharacterDataBuilder GetCharacterDataBuilder() { CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = ID }; return(characterDataBuilder); }
public static void AddUnitAnim(CharacterDataBuilder r, string imgName) { r.BundleLoadingInfo = new BundleAssetLoadingInfo { FilePath = "arcadian_units", SpriteName = "assets/" + imgName + ".png", ObjectName = "assets/" + imgName + ".prefab", AssetType = AssetRefBuilder.AssetTypeEnum.Character }; }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 2, Health = 40, AttackDamage = 5, TriggerBuilders = new List <CharacterTriggerDataBuilder> { // Revenge new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnHit, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectFloorRearrange", ParamInt = 1, TargetMode = TargetMode.Self }, new CardEffectDataBuilder { EffectStateName = "CardEffectDamage", ParamInt = 5, TargetMode = TargetMode.LastAttackerCharacter }, } }, new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.PostCombat, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectFloorRearrange", ParamInt = 0, TargetMode = TargetMode.Self }, } }, } }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Seer" }, Size = 1, Health = 3, AttackDamage = 5, PriorityDraw = false, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnDeath, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectAddStatusEffect", TargetMode = TargetMode.LastAttackerCharacter, TargetTeamType = Team.Type.Heroes, ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 2, statusId = Dazed } } }, new CardEffectDataBuilder { EffectStateName = "CardEffectBump", ParamInt = 4, TargetMode = TargetMode.LastAttackerCharacter, TargetTeamType = Team.Type.Heroes, TargetIgnoreBosses = true, } } } } }; characterDataBuilder.AddStartingStatusEffect("icarian", 1); Utils.AddUnitAnim(characterDataBuilder, "flashfeather"); return(characterDataBuilder.BuildAndRegister()); }
public static void AddWard(CardDataBuilder r, string IDName, CharacterDataBuilder character) { r.CardID = IDName; r.NameKey = IDName + "_Name"; r.OverrideDescriptionKey = IDName + "_Desc"; r.LinkedClass = DiscipleClan.getClan(); r.ClanID = Clan.IDName; r.CardPoolIDs = new List <string> { "Chrono", MegaPool }; r.CardType = CardType.Monster; r.TargetsRoom = true; character.AddStartingStatusEffect("fragile", 1); // character.AddStartingStatusEffect("immobile", 1); r.AssetPath = rootPath + scardPath; r.EffectBuilders.Add( new CardEffectDataBuilder { EffectStateName = "CardEffectSpawnMonster", TargetMode = TargetMode.BackInRoom, ParamCharacterData = character.BuildAndRegister(), }); character.TriggerBuilders.Add(new CharacterTriggerDataBuilder { Trigger = OnSpawnChange.OnSpawnChangeCharTrigger.GetEnum(), HideTriggerTooltip = true, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectFloorRearrange", ParamInt = 1, TargetMode = TargetMode.Self }, } }); if (!r.NameKey.HasTranslation()) { Trainworks.Trainworks.Log(BepInEx.Logging.LogLevel.All, r.NameKey + ",Text,,,,," + r.CardID + ",,,,,"); } if (!r.OverrideDescriptionKey.HasTranslation()) { Trainworks.Trainworks.Log(BepInEx.Logging.LogLevel.All, r.OverrideDescriptionKey + ",Text,,,,,<desc>,,,,,"); } //Trainworks.Trainworks.Log(BepInEx.Logging.LogLevel.All, string.Join("\t", new string[] { "Spell", r.NameKey.Localize(), r.Rarity.ToString(), r.Cost.ToString(), r.OverrideDescriptionKey.Localize() })); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Pythian" }, Size = 2, Health = 10, AttackDamage = 5, TriggerBuilders = new List <CharacterTriggerDataBuilder> { // Relocate new CharacterTriggerDataBuilder { Trigger = OnRelocate.OnRelocateCharTrigger.GetEnum(), EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectAddStatusEffect", TargetMode = TargetMode.Self } } }, // Lose Sweep new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.EndTurnPreHandDiscard, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectRemoveStatusEffect", TargetMode = TargetMode.Self } } } } }; characterDataBuilder.TriggerBuilders[0].EffectBuilders[0].AddStatusEffect(Sweep, 1); characterDataBuilder.TriggerBuilders[1].EffectBuilders[0].AddStatusEffect(Sweep, 1); Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = ID, NameKey = ID + "_Name", Size = 2, Health = 10, AttackDamage = 5, }; AssetAdder.AddUnitImg(characterDataBuilder, ID); return(characterDataBuilder); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Eternal" }, Size = 5, Health = 50, AttackDamage = 0, BundleLoadingInfo = new BundleAssetLoadingInfo { FilePath = "arcadian_units", SpriteName = "assets/plr_ancient.png", ObjectName = "assets/plr_ancient.prefab", AssetType = AssetRefBuilder.AssetTypeEnum.Character }, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.AfterSpawnEnchant, DescriptionKey = "Ancient Pyresnail_Trigger", EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectEnchant", ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 1, statusId = "pyreboost" } }, TargetMode = TargetMode.Room, TargetTeamType = Team.Type.Monsters, } } }, }, }; characterDataBuilder.AddStartingStatusEffect(Immobile, 1); Utils.AddUnitAnim(characterDataBuilder, "pyresnail"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 1, Health = 5, AttackDamage = 5, }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, Name = "Shengar the Vicious", Size = 2, Health = 10, AttackDamage = 5, AssetPath = "Clan Assets/hero/werewolfchampion_active.png", }; return(characterDataBuilder); }
// Builds the unit public static CharacterDataBuilder BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 2, Health = 10, AttackDamage = 5, }; Utils.AddUnitAnim(characterDataBuilder, "hero2"); return(characterDataBuilder); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Seer" }, PriorityDraw = false, Size = 1, Health = 1, AttackDamage = 3, RoomModifierBuilders = new List <RoomModifierDataBuilder> { new RoomModifierDataBuilder { RoomStateModifierClassType = typeof(RoomStateEnergyModifier), ParamInt = 1, } }, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnDeath, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectGainEnergy", ParamInt = 3, }, } } } }; characterDataBuilder.AddStartingStatusEffect("icarian", 1); Utils.AddUnitAnim(characterDataBuilder, "morsowl"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "AGSubtype_Mech" }, Size = 3, Health = 15, AttackDamage = 20, StartingStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 10, statusId = "armor" }, new StatusEffectStackData { count = 1, statusId = "inert" } }, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnAnyUnitDeathOnFloor, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectAddTempCardUpgradeToUnits", TargetMode = TargetMode.Self, ParamCardUpgradeData = new CardUpgradeDataBuilder { BonusDamage = 5, HideUpgradeIconOnCard = true, }.Build(), }, } } } }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", Size = 3, Health = 20, AttackDamage = 13 }; characterDataBuilder.AddStartingStatusEffect("slow", 1); Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "AGSubtype_Mech" }, Size = 2, Health = 10, AttackDamage = 0, StartingStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { count = 25, statusId = "armor" } }, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnSpawn, DisplayEffectHintText = true, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = "CardEffectAddStatusEffect", TargetMode = TargetMode.FrontInRoom, TargetTeamType = Team.Type.Heroes, ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { statusId = "armor", count = 20 } } }, } } }, }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Pythian" }, Size = 2, Health = 20, AttackDamage = 0, TriggerBuilders = new List <CharacterTriggerDataBuilder> { new CharacterTriggerDataBuilder { Trigger = CharacterTriggerData.Trigger.OnSpawn, EffectBuilders = new List <CardEffectDataBuilder> { new CardEffectDataBuilder { EffectStateName = typeof(CardEffectEmpowerStatusOnSpawn).AssemblyQualifiedName, TargetMode = TargetMode.Self, ParamStatusEffects = new StatusEffectStackData[] { new StatusEffectStackData { statusId = "buff", count = 3 }, new StatusEffectStackData { statusId = "regen", count = 2 }, } }, } }, } }; Utils.AddUnitAnim(characterDataBuilder, "fireshaped"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Eternal" }, Size = 3, Health = 50, AttackDamage = 35 }; Utils.AddUnitAnim(characterDataBuilder, "diviner"); return(characterDataBuilder.BuildAndRegister()); }
// Builds the unit public static CharacterData BuildUnit() { // Monster card, so we build an attached unit CharacterDataBuilder characterDataBuilder = new CharacterDataBuilder { CharacterID = IDName, NameKey = IDName + "_Name", SubtypeKeys = new List <string> { "ChronoSubtype_Seer" }, Size = 1, Health = 20, AttackDamage = 12 }; Utils.AddUnitImg(characterDataBuilder, imgName + ".png"); return(characterDataBuilder.BuildAndRegister()); }