Slay the Spire

Slay the Spire

Fabricate: Custom Creation and Runs
285 Comments
jimmy 19 Jul @ 8:21am 
Hello! I am trying to make a card that gives block every time you apply a debuff to an enemy, using the example of Sadistic Nature as a template, but the example card (and thus my attempt) does not seem to work at all...
Outlaw 15 Jul @ 1:38pm 
Great mod and very helpful for testing effects. I'm having trouble making entangled permanent. Even if i make a card effect to apply 99 entangle to self, it only lasts one turn.
psyolopher 1 Jul @ 6:30pm 
First of all, Love this mod! But I have an issue, how do I make sure the cards show up in the store / rewards? Only a couple VERY rarely show up. (I've made about 20.)
Is there a setting, or something I need to fix?
MrGergleflurgen 27 Jun @ 10:54am 
@Pine Colaria i just uninstalled the game and re-installed it and that managed to fix it
coolmaster 21 Jun @ 1:15pm 
update: I'm an idiot. Mental Fortress-type conditions are in fact doable. When none of the Stances are checked, the description reads "Enter any Stance", but leaving a stance satisfies the condition. Not sure how I missed that. (Card text should probably read "change stances" for clarity, but at least it works.)

Still no way to trigger an effect specifically when you leave a Stance that I'm aware of, though. The "Not" checkbox doesn't seem to work. Thanks.
pgames-food 21 Jun @ 3:48am 
hi can i check if there is any guide for making relics?
when i checked on the github, it had information and screenshots for cards but only a placeholder for relics?
Pine Colaria  [author] 20 Jun @ 3:52pm 
Sorry for the late responses.

@coolmaster and @EggDogs thanks for the reports, I'll look into this.

@MrGergleflurgen I'm unable to reproduce this issue. Does this happen for every card? If so, can you post your mod list
coolmaster 20 Jun @ 11:08am 
Awesome mod.

Currently no way to trigger an effect when you Exit a Stance, just when you Enter. (Empty isn't selectable as a Stance in the "When Enter Stance" condition menu, and the Not checkbox doesn't seem to change the card's effect at all.)

Also, Mental Fortress doesn't show up in the Power list under "X distinct Power". Would like to make a card that triggers the same way Mental Fortress triggers, on any Stance change. Thanks.

MacOS Sonoma
Steam
Latest Sts
MtS 3.30.3
No other mods
MrGergleflurgen 2 May @ 8:26am 
I've been having a problem recently as every time i update / change card text, it'd reset the card art. it makes it really hard to overhaul a lot of cards since you have to re-attach the card art every time ;-;
Wolfy 3 Apr @ 7:38pm 
Hello so idk why but when i create a summon card when i use it nobody is summon and my card burn. did i do something wrong ?
EggDogs 24 Feb @ 4:39am 
Hello! Is it possible to fix the issue where fabricate cards from a different class cannot exist even if the proper modifiers exist? (e.g any fabricate blue cards won't show during the run with ironclad even if the blue cards modifier is enabled)
Evil F*cked-Up Wizard 4 Jan @ 4:14pm 
Can anyone help me create a power that triggers on the same conditions as Rupture (i.e. taking damage from cards)?
Acro 12 Dec, 2024 @ 6:34am 
Do you have a video guide? Im too stupid to load the cards
ToughOoze 4 Aug, 2024 @ 9:31am 
Hi, is it possible for mixing multiple sets in one loadout in the "The __" mod? Sets are really cool but i seem to only include 1 type of set. Just a suggestion
penguin 28 Jul, 2024 @ 10:28am 
Hey MrThCat, have you restarted the game yet? I believe if I remember correctly that it requires a restart of the game to recognize new custom orbs
MrThCat 28 Jul, 2024 @ 8:13am 
i cant seem to channel any custom orbs as when i use the "channel x orbs" it just comes up with the four base game ones despite the custom orbs tab saying that they can be referenced in effects of other custom cards
C3434 3 Jul, 2024 @ 11:48am 
[h1]I think an interaction between permanent block and retain is broken.[/h1]

I created a new card that would stay in your hand permanently and increase in block every time you use it. I use high stacks of retain and bounce to remain in your hand. Then when you use it, it increases permanent block. The problem is that I use the card and it increases the block, but the moment my turn ends, the block goes back to the original value. I move on to the next combat and it will show up with the correct amount, but whether I use the card or not it will go back to the original block.

Version Info:
-Slay the Spire (12-18-2022)
-ModTheSpire (3.30.3)
Mod list:
-basemod (5.54.1)
-AchievementEnabler (1.0.0)
-extendedui (4.5.3-hotfix03)
-stslib (2.11.0)
-pinacolada-fabricate (4.2.5-hotfix06)
-Hermit (1.54)
-hollowmod (1.8.3)

Card Info:
-Rare
-Skill
-Unique
-Soulbound
-Cost 2, -1
-Block 5, 0
-Block Effect:
-Gain 5 block target self
-Effect Permanently Give Card Block 4, 4 Pile: this card
Lizarb 22 Jun, 2024 @ 9:14am 
For more clarity I have posted a video of my problem with custom descriptions onto the discord's server bug report channel.
ArtUwU 22 Jun, 2024 @ 7:43am 
@Piña Colada

For number 6, for example, when I give a card exhaust, the text "Exhaust." gets put on the top of a card's description automatically. I would like to disable that so the text doesn't appear, and I would manually type it in a card's description with correct spacing.
Pine Colaria  [author] 21 Jun, 2024 @ 5:33pm 
I don't seem to be able to reproduce the issue with the descriptions getting erased on a new card. I had tested this as follows:

- Making a new card
- Adding an effect page
- Adding a single move node and setting it to "Draw X"
- Editing the description for this effect page and saving the result
- Saving the card
Pine Colaria  [author] 21 Jun, 2024 @ 5:31pm 
@Lizarb. Could you give me an example of what happens when you try to edit the description on an old card?
Lizarb 21 Jun, 2024 @ 3:57am 
Hi! I think the last update somehow broke the custom descriptions. They get erased every time I try to set one on a new card and editing old ones causes unintended consequences.
Pine Colaria  [author] 19 Jun, 2024 @ 6:20pm 
@FurryJewishGayming

Thanks for the feedback!

Items 1-4 should be fixed with the patch I just put out.

Items 5, 7, and 8 will be addressed in a future patch.

For item 6, could you clarify what you mean by "hide keyword text"? Are you referring to having the keywords not be highlighted?

For item 9, the limits aren't actually supposed to show up for Passive nodes since they wouldn't be possible to enforce, unless you are referring to having the limit always count down after every card played

For item 10, the Change X form effect is intended to also work for powers (as well as for other types of items), but I'll need to test this out more.
AgentPhil 17 Jun, 2024 @ 3:19pm 
I have the repeat modifier on top of the removal effect and under the prerequisite. I changed it by tripling the removal and giving the modifier to each so now both trigger 3 times. I was a bit confused since testing bias and energy down apparently don't count, but it seems to do the trick.
ArtUwU 17 Jun, 2024 @ 2:10pm 
Hi again. Me and my friend are back again working on something with your mod and have some notes again.

1. I made a card: "Play X" -> "Exhaust X" and turned on the "Use Parent" option in the "Exhaust X" effect, but the card exhausts itself immediately without even playing itself.

2. "X Boss" and "X Elite" conditions wordings are swapped and don't work at all.

3. I set a card's trigger to "When X" and I set the number of uses the card has to 3 times per turn. But it turns out I can only use it three times per COMBAT and not per TURN, as I wanted. It was used on a skill card.

4. I made a card that has 2 effects: the first one is the "Play X" effect, and the second one has the "Skip your turn" effect, but my turn immediately gets skipped without the first "Play X" effect resolving.
ArtUwU 17 Jun, 2024 @ 2:10pm 
5. Correct me if I'm wrong, but I think in the past you could've cropped the art from cards and put them as an icon for custom powers (by using the "load example" button) could that function be brought back while also keeping the possibility to use relic art?

6. Is it possible to add a function to hide keyword text from the card description? Because they're placed automatically, they sometimes mess up my card's description because the text sticks out of the frame.

7. When you put two "branch condition" nodes next to each other, the spacing between them gets really cluttered.

8. I played a card that gives me 10 Mantra but I didn't enter divinity right away, which I should.

9. When I try to limit the number of uses for an effect that uses the "Passive" node for example to only once a turn, it does not work.

10. Is it possible to make card forms work on powers? Like using the "Change form into X" effect for example?
Pine Colaria  [author] 17 Jun, 2024 @ 8:35am 
I would try using the repeat modifier on top of the removal effect, but if that does not work, I would need to add explicit support for this.
AgentPhil 14 Jun, 2024 @ 11:08pm 
Question: I'm trying to make an effect that removes all debuffs if you have 3+ debuffs. I'm trying to use modifier to remove 999 of a debuff per distinct debuff, but it still only removes one at a time. Is there anything else I can use? Thanks.
ashisaford 8 Jun, 2024 @ 7:24am 
@Piña Colada
Thank you!
Pine Colaria  [author] 7 Jun, 2024 @ 11:18am 
I can add a streamlined effect for doing this. In the mean time, I think you should be able to chain together the "X Per Y HP" modifier with a value of 2 with the "Lose X HP" effect with a value of 1 (not the percentage HP loss one) to achieve what you want.
ashisaford 7 Jun, 2024 @ 7:09am 
Is there any way to lose X% of your current HP instead of max? I made a simple power for ironclad that gives one strength a loses you 50% hp on play, then realized that at 30 hp instead of losing 15 I went down to one health. Any suggestions? the whole point was making a card that gets infinitely close to killing you but wouldn't actually do so.
penguin 17 May, 2024 @ 6:10pm 
after making a custom orb, in the card, use the effect Create Orb, after clicking on the effect, your custom orb should be with the base game ones in there
if it isn't, try restarting the game, if I remember correctly sometimes I needed to restart in order for the game to register the new orbs I had built
i love hoglins 12 May, 2024 @ 5:23pm 
how do i make a card that channels custom orbs
ToughOoze 5 May, 2024 @ 4:41am 
Oh i forgot to mention another suggestion that could make affinities more fun to utilize: I think modifying base game card's affinities would be a sick feature to implement since affinities dont change any effects on the cards but allow custom created stuff to interact with it. I think this could be a neat addition :D
ToughOoze 4 May, 2024 @ 2:43pm 
I have a small suggestion, if it is possible for the Fabricate that might benefit the experience. Is it possible to implement some sort of unique shop section only for the custom cards we have created? After creating lots of cards, it will get less likely for people to obtain desired cards in a run (especially if custom cards are colorless). I wanted to suggest this since custom cards will eventually harm the consistency of the character/regular colorless cards too. So, is it possible to add a special separate card pool for the shop with like 5 custom cards for sale each? I know blacklisting exists but i guess custom cards could benefit from a more dynamic obtaining system that doesnt harm neither pools (custom and non-custom)
Ripped R2 22 Apr, 2024 @ 9:04am 
thanks!
somehow I missed that in the description lmao
penguin 21 Apr, 2024 @ 11:15am 
yes there is! You want a power condition and I think a Not? or maybe "Invert"? I forget which, but it will transform it from being X or greater into X or less

Also, I recommend hopping onto the fabricate discord!
Ripped R2 21 Apr, 2024 @ 8:25am 
Hopefully this is the right place to ask this, sorry for coming back so soon, but I wanted to create a power the player has to manage as a resource, I wanted there to be consequences for having a negative amount of a resource, but i can't seem to find any comparison tools. Are there any ways to do greater than/less than operations in the effect builder?
Ripped R2 19 Apr, 2024 @ 6:32pm 
thanks! I figured it out somehow lmao, I didn't expect the tooltips to be a legitimately good debugging tool
Pine Colaria  [author] 19 Apr, 2024 @ 6:03pm 
Unfortunately, not at the moment. The documentation is admittedly pretty sparse right now, so feel free to shoot me any questions if you are looking for something in particular or asking about a specific option.
Ripped R2 19 Apr, 2024 @ 8:34am 
Is there any documentation on the different options for the Modifier code block? I couldn't find anything on the github wiki
Mr. Noname 31 Mar, 2024 @ 5:33pm 
Ok, so, I figured out how to implement an "otherwise" using the branch condition. But it always keeps executing one of the two effects I put below the branch condition. Didn't matter how much I increased the number at the Chance X% condition, it only seemed to recognise only one of the two effects.

Maybe this has something to do with the fact that one of the two effects is creating a new custom-made card in hand?
Mr. Noname 26 Mar, 2024 @ 6:22pm 
I tried placing the "branch condition" like @penguin said, but it didn't work. Furthermore, the card's description only depicted what was directly underneath the branch condition, NEVER what's on the right branch, it's as if whatever was put there, didn't exist.

And then my game crashed.

Sure thing, I will share a log in the bug reports thread, I will label it "Fabricate Branch Cond."
Pine Colaria  [author] 25 Mar, 2024 @ 5:34pm 
Yes, you will want to use the branch condition for what you want to do.

Since you mentioned that a game crash occurred, would you be able to share a log in the bug reports thread if you are able to reproduce the issue?
penguin 25 Mar, 2024 @ 4:15pm 
it should be with branch condition I think, what you'll want to do is place the "50% chance" condition on the bracket thing to the right, then place two effects below the branch, I believe the left is for when it does pass, right is when it doesn't
Mr. Noname 25 Mar, 2024 @ 1:48pm 
Hi there, I really need some help please.

I want to create a custom card with a conditional effect, stating a 50% chance: if that 50% chance will not take effect, it should do something else.

Means in coding terms:
if chance <= 50%: do this
Else: do that

But how do I insert an "else" command? I have tried everything, including Multi Condition and Branch Condition, but nothing seems to work. Those results either led to a game crash or one of the two options not working.
Pine Colaria  [author] 29 Feb, 2024 @ 8:14pm 
Sorry, I missed the messages here, but yes, I can look into making some more examples. For the "Any" category, it would probably be easier for me to make a toggle in card generation effects that determines whether the card will be pulled from the card pool or the entire card library.
Felix Hellborn 14 Feb, 2024 @ 2:28pm 
Would it be possible to add a "Any" category for things like "color"? I want to make, for example, a card that can give you a random strike of any color. Also, for some reason, it does not pick a card that isn't of common, uncommon or rare rarity unless a color or rarity is specified for some reason when you only specify a tag
Felix Hellborn 14 Feb, 2024 @ 1:55pm 
Also, would it be possible to add "example" cards that serves as demonstrations of the more complex customization you can have with the mod? For example, Have a card called "Upgrade path example", "Trait example", etc
Felix Hellborn 14 Feb, 2024 @ 1:29pm 
hmm, a little complex, but interesting fix for issue number 1. For issue number 2 yes, it stays black when I change the tint. I have been using the base game art for my cards for now