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As the code is for now on the ModBlueprint class, it appears to me that you can't use BlueprintGrowth as a script for making new "growable" cards like some other custom berry for example, and even if you could, you wouldn't be able to override its methods and apply "base.Init(loader)" at the end since all of them start with "growable.Clear();".
Is this a real issue or am I being a dum-dum? And if this isn't an issue is there any clarification as how one could make something like a custom berry? For now I'm only making it as 5 normal subprints and making the recipe result give back the "grow method" the player used, but this doesn't seem optimal!
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