Slay the Spire

Slay the Spire

EUI: UI QoL Improvements
70 Comments
Jar of Gibbons 30 Jun @ 6:35pm 
Yay I just saw you updated it! Thanks so much for being responsive and improving this awesome mod :)
Pine Colaria  [author] 20 Jun @ 5:55pm 
@Jar of Gibbons thanks for the report, I'll look into this
Jar of Gibbons 25 May @ 5:07pm 
Hey, just wanted to request a small feature: Since you can use hotkeys (P, O, and [ ) to open the compendium, it seems inconsistent that pressing the same button doesn't close the compendium. On top of that, escape doesn't even close it (it instead opens the options menu, which THEN closes the compendium if you close those settings)

Separately, I've run into a bug where the filter overlay can persist even when you aren't on a screen with cards, such as the regular combat screen. This happens if you use hotkeys to open/close menus while the filter overlay is up. Once that happens, there's no way to close the filter overlay and the game becomes softlocked (I think? I've never been able to figure out how to dismiss it).
月空 21 Mar @ 12:49pm 
使用steamdeck时无法启动
ToughOoze 10 Feb, 2024 @ 3:41am 
That can work too, thanks again for your efforts :)
Pine Colaria  [author] 9 Feb, 2024 @ 11:53am 
Since the logic controlling this health bar behavior on modded powers is handled in stslib, I would probably be putting the toggling option in Fabricate instead of EUI.
ToughOoze 6 Feb, 2024 @ 4:32am 
Oh, thanks a lot :D!
Pine Colaria  [author] 5 Feb, 2024 @ 10:12pm 
Sure, I think this is doable.
ToughOoze 5 Feb, 2024 @ 3:40pm 
Hi, this small suggestion might be out of the topic but since the mod is about displaying certain stuff on configurable methods especially on modded StS, i think it might be worth to share: Is there a way to implement an option that disables damage indicators for passive debuffs on enemy health bars (Like how poison shows its incoming damage in color green on the enemy bar for example) or merges all of them in a one summed up indicator, because there is an unavoidable visual bug (at least in my experience) that confuses the enemy health bars if the said enemy is affected by multiple damaging debuffs (with damage indicators) at once. It basically stretches the health bar out of the screen and really makes it hard to tell the health state of the enemy apart from numbers. Majority of the mods for this game includes a few status effects with damage indicator, so i think this compatibility fix would be nice to see, if possible of course.
Pine Colaria  [author] 23 Jan, 2024 @ 6:03pm 
Sorry for the very late reply. I can look into hiding colors with no cards in a future patch.
JamesTripleQ 29 Dec, 2023 @ 2:47pm 
heya when playing with Pale of the Ancients a special, completely empty color appears in the compendium called Pale_showman_purple_color
Pine Colaria  [author] 28 Dec, 2023 @ 11:53am 
@Crooner just to clarify, are you referring to icons in tooltips? If so, do you have the "Always use EUI tooltip rendering/总是使用EUI的工具提示渲染" option enabled? Would you also be able to tell me where the icon showed up (e.g. was it from another mod's tooltip)?

EUI uses a different tooltip rendering system, so tooltips from other mods don't get affected unless the aforementioned setting I mentioned is turned on.
Crooner 22 Dec, 2023 @ 5:48pm 
Thanks for fixing the Chinese display bug!
However, there is still a small bug: the icon is displayed even if "Disable the icon in the prompt description" is checked. This happens when the game is set to Chinese, but not when the game is set to English. I hope this can be fixed, thanks!
Pine Colaria  [author] 20 Dec, 2023 @ 9:23pm 
@Mumei this would affect any card or description that utilizes EUI's text formatting. As far as I know, only Fabricate cards/relics/etc. currently use this.
Mumei 18 Dec, 2023 @ 5:49am 
Which cards are affected by enable description icons and enable expanded tooltips? I can't notice any difference with those options on.
Pine Colaria  [author] 6 Dec, 2023 @ 2:56pm 
@Crooner
Sure, I'll take a look at it. What is the font called?
Crooner 28 Nov, 2023 @ 9:14pm 
After changing the fonts, it often happens that this font is not in the prompt box, can you fix it? Thanks!

更改字体后,经常会出现这种字体不在提示框内的情况,能否修复一下?感谢!

https://ooo.0x0.ooo/2023/11/29/Orcc4L.png
Crooner 28 Nov, 2023 @ 7:38pm 
我明白了,【能量字体】对应的是卡牌的能量文字,而不是角色的能量文字。角色的能量文字是由【按钮字体】控制的。
I see, the [Energy Font] corresponds to the energy text of the cards, not the energy text of the characters. The character's energy text is controlled by [Button Font].
Crooner 28 Nov, 2023 @ 7:27pm 
非常棒的MOD!感谢!不过更改【能量字体】后好像并不能生效。
Thanks for the great mod! It doesn't seem to take effect after changing the [energy font] though.
grensojin 25 Aug, 2023 @ 9:47pm 
777 lucky mod!
Pine Colaria  [author] 24 Aug, 2023 @ 4:13pm 
Sorry for the late reply, and I glad you like EUI!

Since I intend EUI to be QoL-only, I am likely not going to add anything to EUI that impacts game content (aside from the debugging options which were necessary for testing things with Fabricate).

However, if you are fine with playing custom runs, Fabricate does have its own version of both card filters and relic filters that filter out the actual card/relic pool, which supports searching through cards/relics with EUI's filters. I may add a feature to enable this behavior for non-custom runs in the future.
wbfw109 10 Aug, 2023 @ 3:43am 
This is an amazing mod. It provides me information of other mods. :steamthumbsup:

[feature suggestions] (later)
- in-game relic pool filter; filtered relics not appear in a run. (existing Relic filter mod is not convenient because this mod not provides searching feature by name and mod name)
- in-game card filter; filtered card not appear in a run. (existing Card filter mod not works. I want to card filter some cards that I think cards are overbalance like in Corrupt the spire, Pan's trinket mods, Bad spire, other colorless cards, etc... )
Pine Colaria  [author] 9 Apr, 2023 @ 8:25am 
Thanks for the feedback and bug reports! I'll see what I can do for the scrolling toggle.
JamesTripleQ 8 Apr, 2023 @ 1:07pm 
the game crashed when I clicked the filter button in the compendium while on the packmaster page. I can't send the full crash log as it doesn't fit in the character limit. I hope this is enough

Cause:
java.lang.NullPointerException
at extendedui.ui.cardFilter.SimpleCardFilterModule.updateImpl(SimpleCardFilterModule.java:92)
at extendedui.ui.EUIBase.tryUpdate(EUIBase.java:32)
at extendedui.ui.EUIBase.update(EUIBase.java:47)
at extendedui.ui.cardFilter.CardKeywordFilters.updateFilters(CardKeywordFilters.java:342)
at extendedui.ui.cardFilter.GenericFilters.updateImpl(GenericFilters.java:272)
at extendedui.ui.EUIBase.tryUpdate(EUIBase.java:32)
at extendedui.ui.cardFilter.GenericFilters.tryUpdate(GenericFilters.java:235)
at extendedui.patches.screens.CardLibraryScreenPatches$CardLibraryScreen_Update.prefix(CardLibraryScreenPatches.java:104)
JamesTripleQ 8 Apr, 2023 @ 5:02am 
the new compendium looks really neat however would it be possible to add a toggle to keep the scrolling animation rather than instantly swapping the cards? I personally have a hard time telling how much I'm scrolling down in the current version
Pine Colaria  [author] 24 Mar, 2023 @ 3:51pm 
@Lucky_Lunge
I have added Prismatic Shard support in the patch I pushed out just now. The Downfall Snecko character may require additional patches for its offclass card pool to be recognized.
Lucky_Lunge 24 Mar, 2023 @ 7:31am 
Hello, love the mod! Will it be possible to see mid run cards from other characters as well? It could be very useful if you pick up prismatic shard or if you play with Downfall' Snecko character
Pine Colaria  [author] 19 Feb, 2023 @ 1:26pm 
Hello,

I have a card creator in progress that uses such tooltips. Although it is not finished, you can see previews of it here: https://github.com/SevenDayCandle/STS-CardEditor/releases
G-t01l3t. 19 Feb, 2023 @ 12:32pm 
:rubberduckhs: Ah!

Noted regarding the experimental/ test nature but...

...Do you happen to have one example card/ relic/ situation where I can see this happen for Vulnerable?

I had figured that the setting worked as you explained but I couldn't and haven't been able to find any cases where the Vulnerable(or any other) tooltip was affected by the setting.

TY! :GiveHug:
Pine Colaria  [author] 18 Feb, 2023 @ 3:34pm 
Hello, and thanks for the typo report!

Some tooltips may use icons in their descriptions (e.g. using the power symbol for Vulnerable to represent Vulnerable in a tooltip), so this setting is intended to have such tooltips display the actual title instead (in this case, the icon would be written out as "Vulnerable" instead of being rendered as an icon). However, this setting is currently experimental and may not always work properly. I will be investigating this option and improving it in the future.
G-t01l3t. 18 Feb, 2023 @ 8:40am 
Hello, what is the effect of the "Disable description icons" setting in the EUI options menu?

I've read the new tooltips for the config settings but am yet unsure which "keyword icons" are being replaced "with their titles"

There is also a misspelt "descrptions" in that same tooltip.

Thanks!
Pine Colaria  [author] 17 Feb, 2023 @ 12:14pm 
Okay, the fix should be live now!
Pine Colaria  [author] 15 Feb, 2023 @ 6:36pm 
Thanks for the report. I will fix it with my next update.
Ocean 15 Feb, 2023 @ 11:18am 
bug report:
open relic pool, press escape 4 times, voila, your relic bar is now invisible
Protogen_Rhythm 4 Nov, 2022 @ 5:38pm 
Can confirm it loads with that, thanks
Pine Colaria  [author] 4 Nov, 2022 @ 4:41pm 
Just pushed out another hotfix that should fix keyword filters in the filters menu crashing upon hovering.
Pine Colaria  [author] 4 Nov, 2022 @ 3:20pm 
Sorry about that! I have pushed out a hotfix that I believe should fix the crash in question.
Protogen_Rhythm 4 Nov, 2022 @ 2:39pm 
Today's update started making me crash.
Exception in thread "LWJGL Application" java.lang.NullPointerException
at extendedui.uisettings.ModSettingScreen.AddModList (ModSettingScreen.java:45)
at extendedui.patches.BasemodPatcherBaseMod_RegisterModBadge.Postfix(BasemodPatches.java:82)
at basemod.BaseMod.registerModBadge (BaseMod.java:775)
at DarkMap.DarkMap.recievePostInitialize(DarkMap.java:25)
at basemod.Patches.com.megacrit.cardcrawl.core.CardCrawlGame.PostInitializeHook.Postfix(PostInitializeHook.java:9)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:307)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LjgwlApplication$1.run(LwjglApplication.java:126)
旅渚Lastcel 1 Oct, 2022 @ 5:53am 
Of course, just feel free
Pine Colaria  [author] 1 Oct, 2022 @ 5:42am 
Thank you so much! May I notify you about future updates that touch the localization files (to request for translation updates, etc.)?
旅渚Lastcel 30 Sep, 2022 @ 4:40pm 
ZHS translation ready, see Github pull request.
Pine Colaria  [author] 30 Sep, 2022 @ 4:08pm 
Thanks for the report! The issue should now be fixed.
Ocean 30 Sep, 2022 @ 9:14am 
in the card compendium i can only seem to see the top 14 colours of cards, theres a character that i cant reach at the bottom, the scrolling arrows seem to have disappeared
Pine Colaria  [author] 29 Sep, 2022 @ 9:15am 
@旅渚Lastcel

That would be very much appreciated! You can make a pull request to the Github link at the bottom of the mod's description when the translation is ready.
旅渚Lastcel 28 Sep, 2022 @ 7:43pm 
I'd like to provide Simplified Chinese translation for this mod, if you don't mind.
Pine Colaria  [author] 25 Jul, 2022 @ 5:34pm 
Thanks for reporting the bug! It should be fixed now.
Ocean 25 Jul, 2022 @ 9:18am 
if u open a boss chest, open your deck, open the card pool, then go back to the boss chest, the relics within will be deleted
Pine Colaria  [author] 16 Apr, 2022 @ 10:05pm 
I've added in the exclusion functionality. You can right-click on a keyword to exclude it from your search (the button will turn red).
Pine Colaria  [author] 16 Apr, 2022 @ 7:38am 
Thanks for the suggestion! I'll definitely look into making an exclusion functionality.

The bug you reported should be fixed with the build I just pushed out.