Slay the Spire

Slay the Spire

StS Deck Tracker
37 kommentarer
Skyblade64 8. feb. kl. 0:01 
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 kl. 3:29 
I got serious hearthstone flashbacks from this mod.
Eggplant 7. aug. 2024 kl. 10:29 
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 kl. 8:50 
works great!
GXY12581 20. aug. 2023 kl. 4:23 
Nice mod,Thanks!
Ocean 4. aug. 2022 kl. 21:30 
any chance u could check my PR?
Suki 28. mar. 2022 kl. 2:35 
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. juni 2021 kl. 3:30 
It's like Chono Ark! I love it! Thx!
折线 18. dec. 2020 kl. 20:00 
It's really convenient, a great mod.
Hand Banana 19. nov. 2020 kl. 14:25 
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. okt. 2020 kl. 0:10 
Thanks, this mod is great!
Bubbles  [ophavsmand] 12. mar. 2020 kl. 3:00 
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 kl. 6:57 
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. juli 2019 kl. 3:48 
It seems the mod crashes after the 1.1 update.
The Wise Wolf 18. maj 2019 kl. 14:25 
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  [ophavsmand] 27. mar. 2019 kl. 18:36 
@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 kl. 12:49 
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 kl. 20:14 
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 kl. 11:02 
i have deck with 60 cards. and this mod have limits in 19 cards shown.
Cosmo 3. mar. 2019 kl. 5:18 
@TheWiseWolf Edgelord babies will cry about everything, let them poop their nappies lol
Cosmic Melon 28. feb. 2019 kl. 2:11 
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 kl. 22:12 
Based
The Wise Wolf 27. feb. 2019 kl. 10:38 
@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 kl. 8:50 
baby crutch for babies
The Wise Wolf 27. feb. 2019 kl. 5:18 
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 kl. 3:35 
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 kl. 16:05 
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 kl. 6:25 
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 kl. 6:22 
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 kl. 2:19 
Damn you modders are fast.
Thanks for your work!
Bubbles  [ophavsmand] 26. feb. 2019 kl. 2:10 
@The Wise Wolf Oops! Fixed!
The Wise Wolf 26. feb. 2019 kl. 2:02 
I meant 2nd-3rd fight of the run.
The Wise Wolf 26. feb. 2019 kl. 2:02 
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  [ophavsmand] 25. feb. 2019 kl. 21:00 
@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 kl. 17:03 
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 kl. 16:56 
炉石mod(
不过不是还有个抽卡概率么
The Wise Wolf 25. feb. 2019 kl. 15:57 
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.