Edit of asset "Cantrip (C#)" New
| Old/Current | New/Edit | |
|---|---|---|
| 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
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