JuggerMod for Slay The Spire
JuggerMod for Slay The Spire adds an entirely new character class, The Juggernaut, and a new set of 75 cards for him to use. The Juggernaut is a copper colored behemoth that uses brute force to shrug off blows while crushing enemies.
The Juggernaut focuses on Plated Armor, self-debuffs like -dex, draw reduction, and confusion, and a new mechanic called Overflow that gives unique effects when a card is in hand at the end of the turn.
The Juggernaut is an entirely new playable character. He does not overwrite The Ironclad or The Silent. This mod makes no changes to the base game other than adding The Juggernaut.
Heavy Body Effects are: (Attack) Gain 4 Strength for the turn. (Skill) Gain 6 Block. (Power) Gain 2 Plated Armor. (Other) Select a card in your hand to Exhaust.
Currently The Juggernaut is completely playable. We have art for all the cards but it is currently just color adjusted versions of base game assets until we can find an artists. We're still looking for an artist so if you want to do that make a Github Issue
so we can talk to you about it. Also we are well aware that The Juggernaut is not fully balanced yet. We are doing our best to balance him in line with The Ironclad and The Silent.
Card list: click here
ModTheSpire
already installed you can skip to step 5. Otherwise continue with step 2:ModTheSpire.jar
from the latest release (https://github.com/kiooeht/ModTheSpire/releases)ModTheSpire.jar
into your Slay The Spire directory. This directory is likely to be found under C:\Program Files (x86)\Steam\steamapps\common\SlayTheSpire
. Place ModTheSpire.jar
in that directory so it looks like C:\Program Files (x86)\Steam\steamapps\common\SlayTheSpire\ModTheSpire.jar
mods
folder in your Slay The Spire directory so it looks like C:\Program Files (x86)\Steam\steamapps\common\SlayTheSpire\mods
BaseMod.jar
from the latest release (https://github.com/daviscook477/BaseMod/releases)BaseMod.jar
into the mods
folder you created in step 4FruityMod.jar
from the latest release (https://github.com/gskleres/FruityMod-StS/releases)FruityMod.jar
into the mods
folder you created in step 4ModTheSpire.jar
BaseMod
and FruityMod
are checked before clicking playHere is a great video showing how to install mods, by Xterminator: https://www.youtube.com/watch?v=r2m2aL1eEjw
Creative Commons and other licenses are great and helped make some of this mod happen.
pom.xml
to point to the location you've placed the dependenciesdesktop-1.0.jar
from your Slay the Spire folder into ../_lib
relative to the repo.desktop-1.0.jar
with java -jar "cfr_0_124.jar" --comments false --showversion false --caseinsensitivefs true --outputdir "decompiled" --jarfilter com.megacrit.cardcrawl.* "desktop-1.0.jar"
mvn package
to make the jar JuggerMod.jar
in the targets
directoryconfigure
and convert to maven project
Run as
and select Maven build
and specify package
as the Goal
for the buildjre
for Eclipse to point to a jdk
instead. The Eclipse Maven plugin is weird like that.this.baseDamage
and this.baseBlock
when assigning damage values or block values to a card. This is because the game will compute this.damage
and this.block
from those values before doing any damage or block actions. HOWEVER when setting magic numbers on cards you must set this.baseMagicNumber
AND this.magicNumber
otherwise the first time the card is used its magic number will be wrong because the game does not compute this.magicNumber
before it is used (it defaults to -1).static final
constants at the top of the file so it's easier to make edits to the cards for balancing.ethereal
card it needs to override the triggerOnEndOfPlayerTurn
hook and add in code that looks like this:
public void triggerOnEndOfPlayerTurn() {
AbstractDungeon.actionManager.addToTop(new ExhaustSpecificCardAction(this, AbstractDungeon.player.hand));
}