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Bug squashed! Thanks for the report
java.lang.NullPointerException
at java.util.Objects.requireNonNull(Objects.java:203)
at inspired.relics.boss.FormImbued.canSpawn(FormImbued.java:88)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.returnRandomRelicKey(AbstractDungeon.java:1036)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.returnRandomRelic(AbstractDungeon.java:899)
at com.megacrit.cardcrawl.rewards.chests.BossChest.<init>(BossChest.java:35)
at com.megacrit.cardcrawl.rooms.TreasureRoomBoss.onPlayerEntry(TreasureRoomBoss.java:64)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.nextRoomTransition(AbstractDungeon.java:2282)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.populatePathTaken(AbstractDungeon.java:582)
at com.megacrit.cardcrawl.dungeons.TheCity.<init>(TheCity.java:87)
at com.megacrit.cardcrawl.core.CardCrawlGame.getDungeon(CardCrawlGame.java:1364)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:860)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
As of 0.1.1, we can no longer load InSpired alongside Packmaster. Packmaster is expecting the standard Double Tap to exist in CardLibrary to initalize IroncladPack:
https://github.com/erasels/PackmasterCharacter/blob/2811281f09eda859040151da06dffc5882594342/src/main/java/thePackmaster/packs/IroncladPack.java#L33
https://github.com/erasels/PackmasterCharacter/blob/main/src/main/java/thePackmaster/packs/AbstractCardPack.java#L48-L54
Even if this Packmaster problem is fixed with some specific workaround, I'm not sure I like the implementation of still replacing base cards with InSpired's versions even when I have disabled the changes. The reason being is this could still interfere with other mods that have made other changes to those base cards.
Also it looks like your mod removes Slice without replacing it with anything. Maybe Rusted Shiv is supposed to replace Slice. That makes sense, but if I want to disable Rusted Shiv I would still be missing Slice no?
It makes it hard to use the parts of this mod I really like when it interferes with the base cards in ways that I don't want. The CardFilter, RelicFilter, and PotionFilter parts of this mod are very impressive as well by themselves. I could see the benefit in those being moved to a standalone mod, especially if I can't cleanly disable all of the content changes that this mod makes. You might want a relic filter without also removing Slice, for example. InSpired's relic filter is probably the best one out there, but you can't necessarily use it currently if you don't also want the base card changes.
Sounds really great!
It would also be cool if we could lock curses so they don't show up from sources of random curses, like Neow's third option or when you transform a curse into another random curse. I think if a specific curse is given from an event, like Pain from Ominous Forge event, that's okay to show up even if you have locked Pain. The alterntive would be having to patch every curse-giving event to give nothing instead if that curse is locked, which isn't very good. But for random curses, Pain wouldn't be a candidate if its locked. That way you could filter out annoying bad curses from mods that you sometimes get right away from Neow.
The Card Filter mod allowed you do to this but it was broken for curses, causing crashes. I recently released a bugfix mod for that which stops it from crashing. I still think it's not implemented in the best way, since the original mod is removing filtered cards from the entire CardLibrary (after you start a run), instead of removing cards from just the drop pool. So for example, after you finish a run and view the Card Compendium again, filtered cards aren't shown there anymore, because it's like they've been removed from the entire game.
I think your CardFilter does it better in that it removes cards from the drop pool properly, and it looks like it even works properly with Foreign Influence from what I can see. I think if you just patch the two CardLibrary.getCurse() functions, which is where random curses are always selected, then it would also work very well with locked curses. Probably should also remove them from curseCardPool in AbstractDungeon. As far as I can tell, the base game never ends up using curseCardPool in practice, but maybe some mods do.
That said, since my mod locks cards in a non-destructive way (i.e. the card still technically exists) I could definitely look into how random curses are chosen. The mod will never alter any code to prevent a specific card from being created by name (like the Pain Event, or Necronom curse), but allowing curses to be locked out of random spawns seems reasonable to me. No promises, but I'll take a look.
When you toggle a card change in the config menu and then go back to the card library screen, the visible cards have been reset back to Red (i.e. the default view), but the current tab hasn't been reset.
So if you're viewing Green cards, then go out, toggle a change, then go back, it now shows the Red cards but you're still on the Green tab.
You can fix it with something like this:
whereever you called cardLibraryScreen.initialize() in your InsConfig. So this makes it also reset the current tab back to Red as well.