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Hehe ye, I just put out a HOPEFUL fix to it. Lmao that sounds like a really cool run!(Hopeful because the issue seems to be random if it occurs or not, so idk if it really fixed it or I was just unlucky to ever see it)
Parameter name: array
System.Array.IndexOf[T] (T[] array, T value) (at <75633565436c42f0a6426b33f0132ade>:0)
IArrayExt.Contains[T] (T[] array, T item) (at <45a525f6ad1345138253f54e018bb4e2>:0)
CardScriptRemovePassiveEffect.<Run>b__6_0 (CardData+StatusEffectStacks a) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
System.Collections.Generic.List`1[T].RemoveAll (System.Predicate`1[T] match) (at <75633565436c42f0a6426b33f0132ade>:0)
CardScriptRemovePassiveEffect.Run (CardData target) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossCardModifier.Run (CardData card) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossGenerationSettings.RunScripts (CardData leader, System.Collections.Generic.IList`1[T] cards) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
FinalBossGenerationSettings.Process (CardData leader, System.Collections.Generic.IList`1[T] cards) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
BattleGenerationScriptFinalBoss.GetBaseEnemies (CardData[] cardList, System.Int32 seed, System.Collections.Generic.List`1[CardData]& enemiesCloned, System.Boolean& hasStoredCards, System.Boolean& hasLeader, CardData& leaderCloned, System.Boolean& hasBoss, CardData& bossCloned) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
BattleGenerationScriptFinalBoss.Run (BattleData battleData, System.Int32 points) (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
CampaignPopulator+<Populate>d__5.MoveNext () (at <6cfd501e41094c31bebddf2e7fcc442f>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <684fd32169ff40798327c75e99cfb4f0>:0)
Thank you for reporting, I found the issue! Will update the mod now!
Noted! thanks! :D
What does the crash log say?
That's very odd, I checked and all seems to be working fine, I'll look into it and implement it in my next update!
edit: not fixed, this is a pain but not an issue with your mod ;-;
Do you have the VFX mod enabled? :0
It's required for the sweetpoints to be displayed.