Custom Clan Design Guide - Monster-Train-2-Modding-Group/Trainworks-Reloaded GitHub Wiki
Spreadsheet: https://docs.google.com/spreadsheets/d/1PHh5L-3OneUMisIFg6r6GqqdVDUm5Bbee2mAurClEiE/edit?gid=151860036#gid=151860036
- 42 draftable cards in a clan (Lost Arsenal added 1 rare card)
- Of these 42 cards the rarities should be: 2 champion rarity, 10 common, 18 uncommon, 12 rare
- 2 champion units (of champion rarity), with 1 starter card each (of common rarity)
- 9 banner units (6 uncommon, 3 rare)
- Banner units must be of uncommon or rare rarity only
- Clan banner units are also added to a Card pool specific for Clan banners. (Units<clan_name>Banner)
- 2 spell cards for Spike and Tome. These are usually rares, but need not be (Unnamed Tome / Pyreborne Brainspike are uncommon)
- Should have a few consume cards. For the gremlin event with consume cards. A card pool "Class<clan_name>Potions" is specified for that event.
- New clans have 3-6 cards as equipment
- New clans have 2-3 room cards
You can choose to include more cards. For instance Umbra in MT1 had more cards, and Lazarus League also have more cards. In the case of Umbra there were the morsel cards, which weren't draftable card, You got them from playing various umbra cards. In Lazarus League's case there are several units that come grafted with equipment. These equipment are also not draftable, thus increases the card count for the two clans.
Decks for clans generally focus on 3-4ish main ideas, generally have a few status effects and/or keywords associated with them.
Examples
- Banished: Movement (Shift and Flight), Valor, Enchant Main Status: Valor, Damage Shield, Melee Weakness
- Pyreborne: Greed (Dragons Hoard), Pyregel / Offense, Abilities / Whelps. Main Status: Avarice, Pyregel
- Luna Coven: Magic Power (Conduit/Mageblade), Moon Phase, Spells and Spell Manipulation Main Status: Conduit, Mageblade
- Underlegion: Funguy!, Rally, Debuffs and Propagation Main Status: Troop, Regen, Decay, Sap
- Lazarus League: Equipment and Grafts, Reanimate and Unstable, Mixing Main Status: Reanimate, Lifesteal, Unstable
[WIP] (sizes don't need to be exact if it is bigger it'll resize, though do keep to the suggested size to minimize load times)
-
Clan icons: You'll need 4 images of the icon
small48x48,medium92x92,large128x128, and asilhouette image(~72x72). These are used in various places. -
Champion icon: 320x256
-
Champion Portrait: 240x270
-
Clan banner image: 420x420 ( not confirmed)
-
Custom Status effect icons: They are sized 50x50 and two needs to be provided one black and white image for tooltips another with white and transparent background for the icon (convert the black to transparent and invert the image)
-
Custom Trigger icons: They are also sized 50x50 and can include color
-
Card art sprite: This has to be a minimum of 210x250 which is what the game resizes the images to. I would recommend against larger images as it may increase file size and startup time. These can be animated in two ways 1. Shiny Shoe's shader or 2. Standard animation with several images.
-
Character sprites (or animation):
Static sprites
- image any size (say upto 500x500).
Animated sprites
- An image used for the silhouette this should be the first frame of its idle animation
- (Recommended) A Spine Skeleton animation exported for Spine Pro 4.2.20 This would include the .atlas, .skel/.json, and .png file (skeleton animation)
- (Alternative) A set of images defining the animations (traditional)
- For both Spine and Traditional animations there must at least be an idle animation, it is standard for characters to have an idle, hit_react, and attack animation.
-
Artifacts: static image sized 256x256 along with a hud icon sized 96x96
-
Equipment: Icon sized 128x128
-
Rooms: Icon sized 112x112
-
Upgrades: Icon sized upto 200x200?
Character Sprites Rule of thumb
- Size 1 units average 200px tall (Recommended 180x200)
- Size 2 units average 360px tall (Recommended 340x360)
- Size 3 units average 430px tall (Recommended 440x430)
- Size 4+ units can be 500px tall (Recommended 500x500)