Edit of asset "Cantrip (C#)" Accepted
| Old/Current | New/Edit | |
|---|---|---|
| Title | Cantrip (C#) | Cantrip (C#) |
| Description |
Write the cards, statuses, relics, enemies and abilities of a turn-based card game as short .cantrip scripts instead of C# classes. Cantrip's rules engine works out how effects interact: events with before, instead and after phases, stacking statuses, layered modifiers, targeting rules, enemy intents and phases. Your game drives battles from GDScript or C#. The addon adds: - A CantripRuntime node that runs battles and reports events for your UI to animate - Player choices, including discover-style offers, answered by your UI - An importer so content ships in exported builds, with an export check - An editor dock with problems, the content's own tests, and card text with live numbers Requirements: the .NET edition of Godot 4.6 and a C# project, even if your game logic is GDScript. After installing, add the rules engine at the same version as the addon, from the folder with your .csproj: dotnet add package Cantrip.Core --version 0.1.0-preview.2 Then build, and enable Cantrip in Project Settings > Plugins. This is a preview: the API may change between versions. Quickstart, language reference and Godot guide: https://github.com/AGomnes/Cantrip |
Write the cards, statuses, relics, enemies and abilities of a turn-based card game as short .cantrip scripts instead of C# classes. Cantrip's rules engine works out how effects interact: events with before, instead and after phases, stacking statuses, layered modifiers, targeting rules, enemy intents and phases. Your game drives battles from GDScript or C#. The addon adds: - A CantripRuntime node that runs battles and reports events for your UI to animate - Player choices, including discover-style offers, answered by your UI - An importer so content ships in exported builds, with an export check - An editor dock with problems, the content's own tests, and card text with live numbers Requirements: the .NET edition of Godot 4.6 and a C# project, even if your game logic is GDScript. After installing, add the rules engine at the same version as the addon, from the folder with your .csproj: dotnet add package Cantrip.Core --version 0.1.0-preview.2 Then build, and enable Cantrip in Project Settings > Plugins. This is a preview: the API may change between versions. Quickstart, language reference and Godot guide: https://github.com/AGomnes/Cantrip |
| Category | Scripts | Scripts |
| License | MIT | MIT |
| Repository Provider | GitHub | GitHub |
| Repository Url | https://github.com/AGomnes/cantrip-godot | https://github.com/AGomnes/cantrip-godot |
| Issues Url | https://github.com/AGomnes/Cantrip/issues | https://github.com/AGomnes/Cantrip/issues |
| Godot version | Godot 4.6 | Godot 4.6 |
| Version String | 0.1.0-preview.2 | 0.1.0-preview.2 |
| Download Commit | 3099a77e6dc564c232a3d33e0f620e077a76d8ae | 3099a77e6dc564c232a3d33e0f620e077a76d8ae |
| Download Url (Computed) | https://github.com/AGomnes/cantrip-godot/archive/3099a77e6dc564c232a3d33e0f620e077a76d8ae.zip | https://github.com/AGomnes/cantrip-godot/archive/3099a77e6dc564c232a3d33e0f620e077a76d8ae.zip |
| Icon Url |
https://raw.githubusercontent.com/AGomnes/Cantrip/main/docs/images/icon.png
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https://raw.githubusercontent.com/AGomnes/Cantrip/main/docs/images/icon.png
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