Clauvin / Quarter_Circle_Forward_PUNCH_Mod

A Slay The Spire mod, which adds relics mainly inspired by fighters from Super Street Fighter 2: The New Challengers.
Creative Commons Attribution 4.0 International
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Road to 2.0 - New Challenger Potion needs to consider Sacred Bark (Thanks to Discord's gkjzhgffjh#4772 for giving the "Super Elite" idea, and JohnnyBazooka89#8560 for giving me his code that does a similar thing) #681

Closed Clauvin closed 3 years ago

Clauvin commented 3 years ago

Ok, this potion does not need to be affected by Sacred Bark 👍

Issue done, without a single line of code.

Clauvin commented 3 years ago

Nope. Let's make it affect Challenger Coin, just make the first potion used give an extra one if Sacred Bark is available.

Clauvin commented 3 years ago

Ok, Gk gave a better idea.

Instead of giving an extra potion, make the potion transform the room into an Burning Elite room and make the fight give one extra Relic.

Clauvin commented 3 years ago

Ok, JohnnyBazooka89#8560 gave his code, and it helps, but I have some hiccups in terms of how things work for his code and mine:

So, I will have to reread my code to see where my patches will have to diverge from his.

Clauvin commented 3 years ago

Ok, good news. It seems that I had already counted with EmeraldElite because of Act 3 and the need of the Emerald Key, so making the relic spawn Emerald Elites won't be much of an issue.

My problem is with adding an extra relic, but let's do the first editing and testing first.

Clauvin commented 3 years ago

Ok, if I got this right, the game does not expect that more than one Burning Elite room would show up.

So, I will have to use code that reference stuff from New Challenger Potion to apply the effects AND the extra relic. Will still need to use Bazooka's code.

Clauvin commented 3 years ago

Also I'm giving the wrong key -_-

Clauvin commented 3 years ago

Ok, I still have to commit the new code, but it's not working: for some reason, the function to add the buffs is not adding the buffs? Have to check how it is working.

Clauvin commented 3 years ago

I referenced the issues on the wrong place. Again. sigh

Very well. I have two options at this point.

1 - I manage to piggyback on a function of AbstractRoom to apply the effects when they should be applied, ignoring the whole Emerald Room dillema, and leave the burning not working on all modes; 2 - Patching.

Will try 1, if that does not work, 2.

Clauvin commented 3 years ago

Also, have to make sure that everything works even without an Emerald Key being given thanks to a specific chosen mode.

Clauvin commented 3 years ago

WITHOUT A PATCH O/