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If a non-player entity attacks another non-player entity with the Robbery buff on it, the player loses gold as if they were the target.
Most notable in the alternate act mod Ruina which makes heavy use of ally-based fights, though haven't tested it with other examples like Lob Corp or Gensokyo.
I found the problem, so it's going to be fixed in the next update (non-players will no longer make you lose (or gain) Gold when hitting another non-player under the effect of Robbery)
When Grab Bag or Heavenly Excavator awards you an item that immediately opens another menu (like the Bottled items in Vanilla, though so far only triggered it with two similarly themed mod items, like Purple-Tinged Leaf from Reliquary), the entire battle freezes as a Proceed button forces you to end it early, as if you had finished an event or opening a chest.
Grab Bag is coded not to hand out any Bottled relics, but if there are relics (that don't contain Bottled in their name) with similar effects in other mods, that bandaid fix sadly does not work. ^^;
Sadly, I don't know how to fix the underlying problem, hence the workaround.
The following two screenshots show an active example of this bug: in a situation where the card's base damage was calculated to be 77 (75 gold spent + 2 Strength) AND the card targetted an enemy with Vulnerable, the card would only deal 78 damage instead of the expected 115.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2959990689
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2959990762
During further observation, the card was seen behaving incorrectly with the following on-entity effects:
The bug described above was found, and further analyzed, with the following mod setup:
Thanks for the detailed report!
The card behaves (mostly) as intended; it is supposed to deal damage equal to money spent, thus ignoring damage modifiers. This decision was made because Vulnerable make it far too powerful (though as a tradeoff, it is now immune to Weak as well).
In hindsight, maybe I should have properly written it down or made a keyword to address that the damage number is fixed.
It working alongside Strength could be considered the bug in this case. xD;
Sorry for the confusion. I think I'll introduce a keyword in the next update to make it more clear that the number is meant to only scale off the money spent.
The custom potion created by Potion Brewer+ is not benefited by Sacred Bark. I know there's a potency value for potions that works with Bark and it is very hard to implement that considering the number of variables for custom potions. Maybe you can try to hard code it?
For the description of Misfortune and Misfortune storage, I believe it would be better if you can specify the possible effects at 15+ stack. I've checked your code (do correct me if I'm wrong), the effects are: gain 1 energy (1 next turn energy if not in your turn), draw 1 card, gain 4 block, gain 1 Artifact, deal 5 to a random enemy, apply 1 vulnerable/weak/robbery/plague to a random enemy.
The following is my attempt at the keyword tool-tips for reference. (Combine the current Misfortune and Misfortune Storage tool-tips and make a new one to specify the effects)
Misfortune [X]
Gain X Misfortune Storage. The following effect is applied to EVERYONE.
If you have 15 or more Misfortune Storage, lose all and trigger a random Special Effect once for each stack of Misfortune Storage lost. All possessed enemies are then no longer possessed.
Special Effect
To self: gain 4 Block; draw 1 card; gain [E] (gain [E] next turn if triggered outside your turn); gain 1 Artifact
To a random enemy: deal 5 damage, apply 1 Vulnerable; apply 1 Weak; apply 1 Robbery; apply 1 Plague
This would hopefully make it more clear and concise.
(minor things)
The keyword description of Plague should specify at start of turn, and lose HP instead of deal damage (since the damage type is HP loss just like poison)
A few cards with Gold Cost are missing the Gold Cost tool-tips:
Rigged Game, Filter Resources, Harm from Inside, Ridicule, Absolute Loser, Punching Down, Solace of Poverty, World of Destitution.
To be honest they are much very fine to be left out since you did a very good job making a self-explanatory icon about it anyway. It's up to you.
Cards like Pick Pocket and Extortioner of the 80's does not gain Gold on temporary HP. I manually tested Wallop and apparently it doesn't gain Block either. I assume it is intended and that's just how it works.
Well, the card descriptions don't update, admittedly. I never really thought about that. I'll check if I can make the card/ selection text show the doubled number.
... I just went and looked into the code, and I remembered what a mess making this potion was. xD;
Sadly, I don't think there's an easy way to make it display the correct number on the selection cards WITHOUT risking missing a few of them by accident.
But at least the numbers are correctly displayed and used in the potion itself.
I intentionally didn't display the random effects from Misfortune Storage, because I was afraid that amount of info would overload a new player.
I'll check again with your wording (which is more concise than what I had written from what I remember), and see how large the text box becomes.
Plague is Thorns damage, which does not bypass Block. But the only time where that matters is if the enemy has barricade, since Block falls off before Plague triggers.
I did miss the "at the start of turn" bit, though, so I'll add that. Thanks!
Don't ask my WHY I made it Thorns damage instead of HP Loss though. It's been too long ago, and I don't want to change it anymore now that the mod has been out for so long. Past-me surely must have had a reason. xD;
Yup, I missed those. I'll add the tooltip for the next update for completeness's sake.
Edit: Except for Potion Brewer, because the way I implemented the Selection Card descriptions takes the space of where the tooltip keyword goes. Oops. xD;
TempHP is considered a type of Block (that protects from HP loss as well) by the game, so I decided to leave it as is.
Minions that just get summoned mid-fight are not inflicted with "possessed"(for current round).
- Java version (1.8.0_144)
- Slay the Spire (12-18-2022)
- ModTheSpire (3.30.3)
Mod list:
- basemod (5.52.3)
- stslib (2.10.0)
- actlikeit (1.2.7)
- BattleTowers (1.0.12)
- extendedui (4.3.2)
- Gensokyo (4.0.0)
- mintyspire (2.5.5)
- rare-cards-sparkle (2.2.0)
- relic-reminders (1.2.0)
- RRMOD_OPM (1)
- ASMod (0.0.1)
- fixWordSpacing (1.0.0)
- spicyShops (1.2.4)
- minigames (1.0.0)
- TestersMod (1.8.1)
- TheNohDancer (1.0.4)
- wanderingMiniBosses (1.1.5)
- MarisaContinued (3.2.0)
- Yorigami (0.5.1)
forgot to add these info
btw omikuji does not work on misfortune effects caused by custom potion.
Good Luck Omikuji is only supposed to work on cards. Seems like I forgot to add it to the description.
That said, the curse should definitely be blocked. I'll fix it with the next update.
Yeah, the summoned enemies being possessed late is a known issue, but I never managed to figure out how to fix it. :/
At some point, I gave up and deemed it as "close enough", but if I'll ever find out how, it'll get fixed.
According to the description, Possessed enemy will gain a random debuff at the start of their turn. In reality the debuff is gained at the end of their turn/start of next round. This also happens to Pluck Pigeon, which in description says apply at end of your turn, but in reality apply at end of enemy turn/start of next round.
I'm not sure which way is intended so I checked your code for PossessedPower. In your code you did use atStartOfTurn hook instead of say atEndOfRound so I assume the description is the intended way. Which is strange since you used the intended hook why is it triggering at the wrong time?
I'm surprised that I haven't noticed it this whole time and sorry for causing you trouble looking through piles of code. I have a guess that might help(?): the default sts have a justApplied variable for vul/weak, I'm not exactly sure how it works but my guess is it makes it delay like a turn under some special circumstances. Perhaps that have something to do with it? Again it's just a guess if not feel free to ignore it.
Anyway best of luck^^
I think I remember that I changed the timing at some point, but I must have forgotten to update the text.
Possessed is a VERY messy class, in part because its functionality kept being updated with new modifiers being introduced and later removed again, so it's not pretty since I never fully cleaned it up, being afraid of breaking things. xD
(And this is why any good programmer writes tests, everyone! Don't be like me! xD )
Long story short, I changed the timing to affect the player at the start of their turn and to affect enemies at the end of their turn. The reason for the enemy timing was so that they didn't gain Weak just before they attack you, making you overblock, or alternatively, so that the player wouldn't have to rely on a random weak that the enemy might get.
The player gets their debuff at the start of turn so that they wouldn't be surprised by a sudden vuln and take more damage.
I think the atStartOfTurn trigger you saw only triggers for the player, and reapplies Possessed if no one currently has it (which does not work when an enemy splits, sadly, because they are still considered alive by the game or something, I never found out the exact reason.)
There is an atEndOfTurn trigger that only fires for the enemies.
I updated the keyword description, so it's going to be fixed with the next update.
TDLR: The timing should be:
° for enemies: triggers at the end of turn
° for the player (without Sisters' Bond): triggers at the start of turn