GiantCardAPI
Simplifies Giant Card making
About this mod Author’s original text
A mod to simplify the Method of making Giant cards in both Jsonloader and C-Sharp.:)
The Texture has to be 523 x 216!
How To Use
JsonLoader
Complete.jldr2 file setup( they have to have "name_giant.jldr2"):
{
"giantCards": [
{
"name": "Example", => name of the Card (include the ModPrefix)
"texture": "example.png" => texture that you want the Giant Card to be
}
]
}
Csharp
Complete Card Creation Example:
public void AddTest()
{
CardInfo info = CardManager.New(
// Card ID Prefix
modPrefix: "TestTest",
// Card internal name.
"TestiusBigBallius",
// Card display name.
"IDunnoBigBalls",
// Attack.
1,
// Health.
200,
// Descryption.
description: "Test Purposes only."
).SetCost(0, 0, 0, null).AddAbilities(Ability.AllStrike, Ability.MadeOfStone, Ability.Sharp, Ability.Reach).AddTraits(Trait.Giant).AddSpecialAbilities(SpecialTriggeredAbility.GiantCard).AddAppearances(CardAppearanceBehaviour.Appearance.GiantAnimatedPortrait);
CardManager.Add("TestTest", info);
info.animatedPortrait = CreateGiantCard(LoadYourTextureHere);
}
the important part being this:
info.animatedPortrait = CreateGiantCard(LoadYourTextureHere);
Special Thanks
- keks307#7315 for making the icon
- Kelly Betty for adding JsonLoader support:)
Patch Notes
v 0.0.1
- Release
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: