

This mod contains special abilities that allow you to create a new type of card called a 'spell.' Spells are cards that
In other words, these are cards you play entirely because they have an immediate effect.
There are also some additional sigils in this pack that might be useful for you when creating spells.
There are two types of spells:
Targeted Spells: These have an effect on one specific space on the board. Use this type if you want to use sigils like 'Direct Damage' (included in this pack) or something like the Beaver's dam creation ability.
Global Spells: These have an immediate, global effect when played. If you attach a sigil that expects to be in a specific slot on board, there may be unexpected behavior. For example, the Beaver's dam ability will more than likely give Leshy a free dam.
This mod would not be possible without signifcant contributions from @Kopie in the Inscryption Modding discord channel.
It can, but it doesn't by default. If you want my example cards added to the card pool, go to the config file 'zorro.inscryption.infiniscryption.spells.cfg' and set 'AddCards' to true.
This will add the following cards:
These cards are not meant to be balanced, but rather to demonstrate how the mod works (hence why they are not added by default).
As with most mods, you need BepInEx installed.
You will also need the API installed.
When a spell is played, it will fire either three or four triggers (depending upon the type of spell) in this specific order.
As a card developer, it is up to you to put sigils (either existing or custom) on the card to actually make it have an effect when played.
When it comes time to select a target for a targeted card, the game will ask the card if it responds to being targeted at that card slot using the 'RespondsToSlotTargetedForAttack' override. It will only allow you to target a spell at a slot if the card says it will respond to being pointed at that slot. Additionally, if the card responds to 'ResolveOnBoard,' the game will allow you to target any of the player's four slots.
The sigils included in this pack are built so that the ones that do harm will respond 'false' when pointed at a player card and 'true' when pointed at an opposing card (and vice versa for sigils that are beneficial). Note that this means if you combine a positive and negative effect on the same card (for example, a spell that increases attack by one but also damages the card for one), that card will be able to target both friendly and enemy cards.
If you are adding sigils that are intended to be used on targeted spells, you need to make sure that the 'RespondsToSlotTargetedForAttack' correctly identifies if this sigil should be applied to that slot.
So far we have the following:
These sigils do nothing for global spells, but behave as you would expect for targeted spells. Be careful when putting Split Strike on a targeted spell, as it will behave exactly as expected, which is not necessarily intuitive. Rather than affecting the targeted space, it will affect the spaces on either side.
The spell will trigger once for each targeted slot, but only the SlotTargetedForAttack and ResolveOnBoard triggers will fire multiple times. The PlayFromHand and Die triggers will only happen once.
So, for example:
To add a spell using the API, you need to add both a 'special ability' and a 'stat icon'.
The plugin will take care of adding all of the necessary card appearance behaviors for you.
using APIPlugin;
using Infiniscryption.Spells.Sigils;
NewCard.Add(
"Kettle_of_Avarice",
"Kettle of Avarice",
0, 0,
new List<CardMetaCategory>() { CardMetaCategory.ChoiceNode, CardMetaCategory.TraderOffer },
CardComplexity.Advanced,
CardTemple.Nature,
"It allows you to draw two more cards",
bloodCost: 1,
hideAttackAndHealth: true,
defaultTex: AssetHelper.LoadTexture("kettle_of_avarice"),
specialStatIcon: GlobalSpellAbility.Instance.statIconInfo.iconType,
specialAbilitiesIdsParam: new List<SpecialAbilityIdentifier>() { GlobalSpellAbility.Instance.id },
abilityIdsParam: new List<AbilityIdentifier>() { DrawTwoCards.Identifier }
);
NewCard.Add(
"Lightning",
"Lightning",
0, 0,
new List<CardMetaCategory>() { CardMetaCategory.ChoiceNode, CardMetaCategory.TraderOffer },
CardComplexity.Advanced,
CardTemple.Nature,
"A perfectly serviceable amount of damage",
bloodCost: 1,
hideAttackAndHealth: true,
defaultTex: AssetHelper.LoadTexture("lightning_bolt"),
specialStatIcon: TargetedSpellAbility.Instance.statIconInfo.iconType,
specialAbilitiesIdsParam: new List<SpecialAbilityIdentifier>() { TargetedSpellAbility.Instance.id },
abilityIdsParam: new List<AbilityIdentifier>() { DirectDamage.Identifier, DirectDamage.Identifier }
);
To add a spell using JSON loader, you need to know the GUID and name of the special ability. See below for an example:
{
"name": "Kettle_of_Avarice",
"displayedName": "Kettle of Avarice",
"description": "It allows you to draw two more cards",
"metaCategories": [
"ChoiceNode",
"TraderOffer"
],
"cardComplexity": "Advanced",
"temple": "Nature",
"baseAttack": 0,
"baseHealth": 0,
"bloodCost": 1,
"customAbilities": [
{
"name": "Draw Twice",
"GUID": "zorro.infiniscryption.sigils.drawtwocards"
}
],
"texture": "kettle_of_avarice.png",
"customSpecialAbilities": [
{
"name": "Spell (Global)",
"GUID": "zorro.infiniscryption.sigils.globalspell"
}
]
}
{
"name": "Lightning",
"displayedName": "Lightning",
"description": "A perfectly serviceable amount of damage",
"metaCategories": [
"ChoiceNode",
"TraderOffer"
],
"cardComplexity": "Advanced",
"temple": "Nature",
"baseAttack": 0,
"baseHealth": 0,
"bloodCost": 1,
"customAbilities": [
{
"name": "Direct Damage",
"GUID": "zorro.infiniscryption.sigils.directdamage"
}
],
"texture": "lightning_Bolt.png",
"customSpecialAbilities": [
{
"name": "Spell (Targeted)",
"GUID": "zorro.infiniscryption.sigils.targetedspell"
}
]
}
As of this release, the API has a defect that will not allow custom sigils to stack. This mod includes a fix for that defect, but will only patch versions of the API below 1.12.1.
1.2.1
1.2
1.1
1.0