Slay the Spire

Slay the Spire

StS Deck Tracker
37 Comments
Skyblade64 8 Feb @ 12:01am 
Not sure if anyone else has this issue but the cards in discard don't show up in the right place
Snake 6 Sep, 2024 @ 3:29am 
I got serious hearthstone flashbacks from this mod.
Eggplant 7 Aug, 2024 @ 10:29am 
Hey fantastic mod but if you ever come back to update it, if you could make us be able to resize the window that be great because the energy gets covered with a big enough deck. Thanks anyways!
Apex 26 Nov, 2023 @ 8:50am 
works great!
GXY12581 20 Aug, 2023 @ 4:23am 
Nice mod,Thanks!
Ocean 4 Aug, 2022 @ 9:30pm 
any chance u could check my PR?
Suki 28 Mar, 2022 @ 2:35am 
man i dislike that it hides my turn order tracker and if i have too many cards it starts covering my enegry and i know i can shrink it but it then looks weird
Vanitas_Vanitatum 18 Jun, 2021 @ 3:30am 
It's like Chono Ark! I love it! Thx!
折线 18 Dec, 2020 @ 8:00pm 
It's really convenient, a great mod.
Hand Banana 19 Nov, 2020 @ 2:25pm 
I didn't read all the comments so I'm not sure if it's been suggested, but having the cards show up in order when you have the frozen eye would be a really helpful change.
Enchanteur 26 Oct, 2020 @ 12:10am 
Thanks, this mod is great!
Bubbles  [author] 12 Mar, 2020 @ 3:00am 
the issue was less that it was failing to render and more that it was logging that it was failing to render.
EYB 11 Mar, 2020 @ 6:57am 
If a card uses a custom way to render portraits, like those in my mod (The Animator), the DeckTrackerCard class will keep throwing and catching the same exception "Decktracker:: cardName failed to draw" causing noticeable lag.

I suggest caching that result and skipping the portrait rendering once you catch that exception.
The Wise Wolf 2 Jul, 2019 @ 3:48am 
It seems the mod crashes after the 1.1 update.
The Wise Wolf 18 May, 2019 @ 2:25pm 
Is there any way you can ensure the lists update on any change?
Since currently some modded content causes them to not update until another action.
For a concrete example, the Astrologer has a starting relic that makes it so that first card you play each turn goes to the bottom of your draw pile. This doesn't cause the draw pile to update, it only updates once you play another card.
Bubbles  [author] 27 Mar, 2019 @ 6:36pm 
@Aragolt good call good call, Version 0.1.6 both lists can be freely dragged around the window (with a few constraints).
Aragolt 26 Mar, 2019 @ 12:49pm 
I really enjoy using this mod, but is it possible to make it so that players can move it around? If you have a blight the list completely covers it and prevents you from viewing the effects.
Danwo0 17 Mar, 2019 @ 8:14pm 
I personally love this mod, but as others have mentioned it would make this mod perfect if it showed the upgraded and non-upgraded cards separately. Thanks for this mod!
Awesome1208 16 Mar, 2019 @ 11:02am 
i have deck with 60 cards. and this mod have limits in 19 cards shown.
Cosmo 3 Mar, 2019 @ 5:18am 
@TheWiseWolf Edgelord babies will cry about everything, let them poop their nappies lol
Cosmic Melon 28 Feb, 2019 @ 2:11am 
Crushed the game for me, i entered again but it kept closing the game. Good idea, i will wait for improvement.
Toon Maniac 27 Feb, 2019 @ 10:12pm 
Based
The Wise Wolf 27 Feb, 2019 @ 10:38am 
@Edgelord Bart
It's literally info that's already shown by the game, the mod just saves you time clicking on the draw/discard piles and presents it in neat way.
How is that a crutch?
Edgelord Bart 27 Feb, 2019 @ 8:50am 
baby crutch for babies
The Wise Wolf 27 Feb, 2019 @ 5:18am 
After playing longer with the mod I don't really find the numbers as confusing anymore, though I still think that upgraded and un-upgraded copies should be treated as different cards. And perhaps using normal card images for hover.
The Wise Wolf 27 Feb, 2019 @ 3:35am 
Fair point, though I think that might be a tad confusing in itself, seeing as costs are the thing that's normally represented as a number in game, so representing them differently than they normally are is counterintuitive.
Chronstell 26 Feb, 2019 @ 4:05pm 
I'd personally make the energy, and not the amount of the card, be marked by symbols instead as that's a number that changes less often and I've never seen static costs go over 5. X cost cards can be marked with an X symbol and 0 cost cards have something like a gray'd out energy symbol. This isn't fool proof either, though, as there are a few cards that drop in energy or turn into X for an upgrade. However, considering that you can have literally an infinite amount of a single card, with some able to dupe themselves like Ironclad's "Anger" card, it's much less likely to exceed the given space for the symbols. Plus, Bubbles might already have something in place to deal with cards that change costs.
The Wise Wolf 26 Feb, 2019 @ 6:25am 
Also, unrelated, but why exactly the tooltip-like card descriptions instead of just showing the normal card image when hovering? Just a stylistic choice?
The Wise Wolf 26 Feb, 2019 @ 6:22am 
Random suggestion: have you considered dots/bars/some other symbol for amount of cards?
Since both amount and cost are a number, it's sometimes confusing at a glance, plus if it was a symbol, you could use different colour for upgraded and unupgraded, so if you have say two strikes, one of them upgraded, there would be two dots, say a grey and gold one. Currently it shows "2 Strike+" if I have one + and one normal, which can be confusing.
Perhaps vertical bars stacking to the side, which would also mean there wouldn't be much problems with space until you get a lot of copies of same card.
Something like so: https://i.imgur.com/K49A9vQ.png
The Wise Wolf 26 Feb, 2019 @ 2:19am 
Damn you modders are fast.
Thanks for your work!
Bubbles  [author] 26 Feb, 2019 @ 2:10am 
@The Wise Wolf Oops! Fixed!
The Wise Wolf 26 Feb, 2019 @ 2:02am 
I meant 2nd-3rd fight of the run.
The Wise Wolf 26 Feb, 2019 @ 2:02am 
Currently getting constant crashes, with this exception:
java.lang.NullPointerException: null
at DeckTracker.Core.DeckTracker.makeDeckList(DeckTracker.java:124) ~[DeckTracker.jar:?]
at DeckTracker.Core.DeckTracker.Update(DeckTracker.java:92) ~[DeckTracker.jar:?]
at DeckTracker.Core.DeckTracker$PostCardResolve.Postfix(DeckTracker.java:48) ~[DeckTracker.jar:?]
at com.megacrit.cardcrawl.characters.AbstractPlayer.onCardDrawOrDiscard(AbstractPlayer.java:1586)
(rest omitted due to char limit)
Usually in maybe 2-3 fight of a run. Once I'm sure it was after I got some slimed added to my deck by a slime, this time it was during normal start-of-turn draw.
Bubbles  [author] 25 Feb, 2019 @ 9:00pm 
@TheImmortalRod : It does not currently, that's on my list of things to add though. Just not sure the best way to visualize.

@The Wise Wolf : Should be fixed in 0.1.1. (Also fixed Headbutt probably not updating either..)
Flurshin Turlet 25 Feb, 2019 @ 5:03pm 
Links to source, somewhat commented code, clean design. :cozyspaceengineersc:
No configuration options, though. (yet?)
Thanks for making and sharing this.
露米娅不工口 25 Feb, 2019 @ 4:56pm 
炉石mod(
不过不是还有个抽卡概率么
The Wise Wolf 25 Feb, 2019 @ 3:57pm 
This mod is great!
However, currently it updates a card late. By that I mean that I play, say, a strike, it shows nothing in discard. If I now play a defend, it'll show the strike in dsicard, but not the defend yet. Etc.