Slay the Spire

Slay the Spire

Fabricate: Custom Creation and Runs
penguin 24 Mar, 2023 @ 5:22am
Card Advice
I was trying to make a card and thought it would be better to put in a discussion rather in the main comments, I have a summon who I want to deal more damage for each curse/status in your hand, but every method I've tried isn't working

At the moment I have "+1 hits per curse" in the card, and it's the closest to working I had so far, where it went from one hit to two hits, but there was 3 curses in hand, so not entirely

Before that I was trying to work with vigor or strength, but the effects all ended up coming out wonky in some way.

Just wanted some advice on this.
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Showing 1-11 of 11 comments
Pine Colaria  [developer] 24 Mar, 2023 @ 10:02am 
Hello,

Would you be able to send me a JSON of the card you are trying to create? It would be easier for me to debug the issue with a card file.
penguin 24 Mar, 2023 @ 1:05pm 
{"ID":"PCLC_RED_I2VW","maxUpgradeLevel":1,"maxCopies":3,"linearUpgrade":false,"removableFromDeck":true,"unique":false,"type":"SUMMON","rarity":"RARE","color":"RED","target":"None","languageStrings":"{\"ENG\":{\"NAME\":\"Hermit\",\"DESCRIPTION\":\"\",\"UPGRADE_DESCRIPTION\":\"\",\"EXTENDED_DESCRIPTION\":[]}}","affinities":"{\"list\":[null,null,null,null,null,null,null]}","damage":[3],"damageUpgrade":[1],"block":[0],"blockUpgrade":[0],"tempHP":[0],"tempHPUpgrade":[0],"heal":[4],"healUpgrade":[2],"hitCount":[1],"hitCountUpgrade":[0],"rightCount":[1],"rightCountUpgrade":[0],"cost":[1],"costUpgrade":[0],"tags":[],"forms":["{\"attackType\":\"Normal\",\"damageEffect\":\"{\\\"effectID\\\":\\\"pcl:PCardPrimary_DealDamage\\\",\\\"effectData\\\":\\\"{\\\\\\\"attackEffect\\\\\\\":\\\\\\\"NONE\\\\\\\"}\\\",\\\"target\\\":\\\"Single\\\",\\\"valueSource\\\":\\\"None\\\",\\\"children\\\":\\\"{\\\\\\\"effectID\\\\\\\":\\\\\\\"pcl:PMod_PerCard\\\\\\\",\\\\\\\"effectData\\\\\\\":\\\\\\\"{\\\\\\\\\\\\\\\"colors\\\\\\\\\\\\\\\":[],\\\\\\\\\\\\\\\"rarities\\\\\\\\\\\\\\\":[],\\\\\\\\\\\\\\\"types\\\\\\\\\\\\\\\":[\\\\\\\\\\\\\\\"STATUS\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"CURSE\\\\\\\\\\\\\\\"],\\\\\\\\\\\\\\\"affinities\\\\\\\\\\\\\\\":[],\\\\\\\\\\\\\\\"tags\\\\\\\\\\\\\\\":[],\\\\\\\\\\\\\\\"cardIDs\\\\\\\\\\\\\\\":[],\\\\\\\\\\\\\\\"groupTypes\\\\\\\\\\\\\\\":[\\\\\\\\\\\\\\\"HAND\\\\\\\\\\\\\\\"],\\\\\\\\\\\\\\\"baseGroupTypes\\\\\\\\\\\\\\\":[\\\\\\\\\\\\\\\"HAND\\\\\\\\\\\\\\\"],\\\\\\\\\\\\\\\"origin\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"Manual\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"not\\\\\\\\\\\\\\\":false,\\\\\\\\\\\\\\\"forced\\\\\\\\\\\\\\\":false}\\\\\\\",\\\\\\\"target\\\\\\\":\\\\\\\"None\\\\\\\",\\\\\\\"valueSource\\\\\\\":\\\\\\\"None\\\\\\\",\\\\\\\"children\\\\\\\":\\\\\\\"{\\\\\\\\\\\\\\\"effectID\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"pcl:PMultiSkill\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"effectData\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"{}\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"target\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"None\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"valueSource\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"None\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"special\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"[\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"{\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"effectID\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"pcl:PTrait_HitCount\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"effectData\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"{}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"target\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"Self\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"valueSource\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"None\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"amount\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":1,\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"extra\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":-1,\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"upgrade\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":[0],\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"upgradeExtra\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":[0],\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"useParent\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":false}\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"]\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"amount\\\\\\\\\\\\\\\":0,\\\\\\\\\\\\\\\"extra\\\\\\\\\\\\\\\":-1,\\\\\\\\\\\\\\\"upgrade\\\\\\\\\\\\\\\":[0],\\\\\\\\\\\\\\\"upgradeExtra\\\\\\\\\\\\\\\":[0],\\\\\\\\\\\\\\\"useParent\\\\\\\\\\\\\\\":false}\\\\\\\",\\\\\\\"amount\\\\\\\":1,\\\\\\\"extra\\\\\\\":-1,\\\\\\\"upgrade\\\\\\\":[0],\\\\\\\"upgradeExtra\\\\\\\":[0],\\\\\\\"useParent\\\\\\\":false}\\\",\\\"amount\\\":0,\\\"extra\\\":-1,\\\"upgrade\\\":[0],\\\"upgradeExtra\\\":[0],\\\"useParent\\\":false}\",\"effects\":[\"{\\\"effectID\\\":\\\"pcl:PMultiCond\\\",\\\"effectData\\\":\\\"{\\\\\\\"or\\\\\\\":false,\\\\\\\"not\\\\\\\":false}\\\",\\\"target\\\":\\\"None\\\",\\\"valueSource\\\":\\\"None\\\",\\\"children\\\":\\\"{\\\\\\\"effectID\\\\\\\":\\\\\\\"pcl:PMultiSkill\\\\\\\",\\\\\\\"effectData\\\\\\\":\\\\\\\"{}\\\\\\\",\\\\\\\"target\\\\\\\":\\\\\\\"None\\\\\\\",\\\\\\\"valueSource\\\\\\\":\\\\\\\"None\\\\\\\",\\\\\\\"special\\\\\\\":\\\\\\\"[\\\\\\\\\\\\\\\"{\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Pine Colaria  [developer] 24 Mar, 2023 @ 4:12pm 
I think the issue may be on my end; I need to add more circumstances under which summons update their values.
Rubinlibelle619 24 Mar, 2023 @ 11:57pm 
In case someone wonders how to make Summon cards, you need to enable "Show irrelevant card properties" in the Mod settings. Not that "irrelevant" if you ask me, lol. Why is this not enabled by default, btw? Summon seems like a really interesting mechanic! I can't wait to find out what cool stuff you can do with it.
penguin 25 Mar, 2023 @ 4:17am 
Just so you know, I'm still having this issue, I have both the hermit card that deals damage per curse and a defect that deals damage per power played, both are consistently at x2, even when their ability hasn't activated (0 Curses in hand/0 Powers played)
Pine Colaria  [developer] 25 Mar, 2023 @ 5:00am 
Originally posted by Rubinlibelle619:
In case someone wonders how to make Summon cards, you need to enable "Show irrelevant card properties" in the Mod settings. Not that "irrelevant" if you ask me, lol. Why is this not enabled by default, btw? Summon seems like a really interesting mechanic! I can't wait to find out what cool stuff you can do with it.

I'm glad you like the mechanic!

I had originally been using the mechanic for a personal character I made, but I included it in Fabricate because patching it in through an external mod would be extremely complicated and finicky.

I do feel, however, that it is a significant departure from the base game, and there are a lot of aspects of it that would need explaining through tutorials (e.g. what do summons even do, what happens when they die, how summon priority works, how to choose the target for a summon, etc.), and there isn't room for this in the card creator IMO. As such, I opted to hide them by default so that users not familiar with the mechanic would not get confused or overwhelmed by its presence.

There are also a few kinks that need to be worked out. Aside from the issue that The Real Steve Harvey is reporting is still ongoing, I also need to figure out how summon priority should be displayed on the card.
penguin 25 Mar, 2023 @ 6:06am 
Originally posted by Piña Colada:
There are also a few kinks that need to be worked out. Aside from the issue that The Real Steve Harvey is reporting is still ongoing, I also need to figure out how summon priority should be displayed on the card.
Maybe a number on the opposite corner of where cost is? (tbh I have no idea how priority works, I assume it's that the highest priority goes first then down? Same priority is random?)
Rubinlibelle619 25 Mar, 2023 @ 6:55am 
Originally posted by Piña Colada:
I do feel, however, that it is a significant departure from the base game, and there are a lot of aspects of it that would need explaining through tutorials (e.g. what do summons even do, what happens when they die, how summon priority works, how to choose the target for a summon, etc.), and there isn't room for this in the card creator IMO. As such, I opted to hide them by default so that users not familiar with the mechanic would not get confused or overwhelmed by its presence.

Oh, I see. That makes sense I guess. I just read previously about this "summon mechanic" here and there but couldn't find anything in the editor. I did once take a look at the mod config but I thought that "irrelevant properties" would be just that. Well, I did think it would be some more advanced stuff and the summon stuff certainly is more advanced.

I personally really like it so far. Just a few quick questions: I think there's no way to gain additional slots like how you can gain additional orb slots. And there's no trigger when the summons die; withdraw is only when it returns as a card to the discard pile; dead summons are purged. Is that correct? I didn't play much with it yet but I think options to get more slots and some summons having effects when they die could be interesting. Just as a suggestion if it's not already a thing.
penguin 25 Mar, 2023 @ 7:26am 
Also, one thing I noticed is that X cost summons don't work. Well, they work, but they're free, it checks how much energy you would use, then has the effects but doesn't pay.
Pine Colaria  [developer] 25 Mar, 2023 @ 7:29am 
Originally posted by Rubinlibelle619:

I personally really like it so far. Just a few quick questions: I think there's no way to gain additional slots like how you can gain additional orb slots. And there's no trigger when the summons die; withdraw is only when it returns as a card to the discard pile; dead summons are purged. Is that correct? I didn't play much with it yet but I think options to get more slots and some summons having effects when they die could be interesting. Just as a suggestion if it's not already a thing.

Yes, withdraw only refers to when a summon gets returned to the draw pile. I have a condition for an on-death check ready and I can enable it in the next update I put out.

As for the additional slots, there's support for that in the backend but I haven't gotten around to testing to see how it works in practice yet.
Pine Colaria  [developer] 25 Mar, 2023 @ 7:31am 
Originally posted by The Real Steve Harvey:
Also, one thing I noticed is that X cost summons don't work. Well, they work, but they're free, it checks how much energy you would use, then has the effects but doesn't pay.

X-Cost using up your energy is something that has to be triggered manually through an effect. Base game cards that are X cost actually always manually define such an effect in their use effects; without it, they would also essentially be free to use.
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