Edit of asset "Cantrip (C#)" New

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Title 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.4
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.5
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
License MIT
Repository Provider GitHub
Repository Url https://github.com/AGomnes/cantrip-godot
Issues Url https://github.com/AGomnes/Cantrip/issues
Godot version Godot 4.6
Version String 0.1.0-preview.4 0.1.0-preview.5
Download Commit bf0c1f2b40b08afe8bbf61dcd7c97f16aa772464 e0259803aceb1bd09a451fc11c26c2a0a84429e8
Download Url (Computed) https://github.com/AGomnes/cantrip-godot/archive/bf0c1f2b40b08afe8bbf61dcd7c97f16aa772464.zip https://github.com/AGomnes/cantrip-godot/archive/e0259803aceb1bd09a451fc11c26c2a0a84429e8.zip
Icon Url https://raw.githubusercontent.com/AGomnes/Cantrip/main/docs/images/icon.png