If there're any things I don't state clearly, please seek my further explanation.
Lunchtime doesn't show its upgraded version when previewed.
Duplicate Potion and Liquid Memory don't have their descriptions updated when upgraded.
Turnaround deals a fixed damage regardless of current Flight.
Bookworm+ doesn't stack; bookworm prevents bookworm+ played after it from taking effect.
Cabbage Head has no effect until you gain Flight and then lose it.
About Clark has its Cost unchanged when it's not in hand; it also changes its Cost after Snecko Eye takes effect. (I think both these should be analogous to Blood For Blood.)
Undermine has a slightly strange interaction with Anti Ancient Attack (AAA), where extra damage is calculated before the 2 Artifact applied by AAA. But AAA will consider the newly applied Artifact when calculating its attack times. (Not sure about this because we know current Undermine+AAA is already a super powerful combination anyway so it may have been intended.)
How To Poke At Slimes(+) has its attack damage not adjustable (wholly or partly). It had better be given a visible D-value.
Pincer Attack, Cane Strike and Undermine don't have their attack damage adjustment "added before multiplied". (I think it's a hidden principle involved with attack damage adjustment in the base game. If it's not adopted, people may get confused. Of course it's only a personal recommendation since we are talking about a mod.)
*For adding, examples are Strength and some customized adjustments. For multiplying, examples are Weak, Vunlerable and some customized adjustments.
Interestingly, the upgrade is displayed correctly if you have Sacred Bark (because it uses the potency variable)
2.a. For Duplication Potion "本回合你的下两张牌将被打出两次。" is the zhs translation in the base game for the upgrade. Afaik this means "This turn, your next #b2 cards are played twice." Can you please tell me what "This turn, your next #b3 cards are played twice." (so 3 instead of 2) would be in zhs? There are no arabic numerals that I can replace
I was using the console command to get it out of combat, and this happened later when entering a combat.
As I made another attempt to get this naturally in a shop (with the help of The Courier), the game crashed with the following logs:
15:29:51.934 INFO basemod.BaseMod> publish on relic get
15:29:51.934 INFO core.CardCrawlGame> Exception occurred in CardCrawlGame render method!
15:29:51.936 ERROR core.CardCrawlGame> Exception caught
java.lang.NullPointerException: null
at com.megacrit.cardcrawl.actions.common.ApplyPowerAction.(ApplyPowerAction.java:102) ~[?:?]
at com.megacrit.cardcrawl.actions.common.ApplyPowerAction.(ApplyPowerAction.java:127) ~[?:?]
at sagemod.relics.AbstractSageRelic.applyPower(AbstractSageRelic.java:39) ~[SageMod.jar:?]
at sagemod.relics.AbstractSageRelic.applyPowerToSelf(AbstractSageRelic.java:34) ~[SageMod.jar:?]
at sagemod.relics.CabbageHead.gainDexterity(CabbageHead.java:29) ~[SageMod.jar:?]
at sagemod.relics.CabbageHead.onEquip(CabbageHead.java:24) ~[SageMod.jar:?]
at com.megacrit.cardcrawl.relics.AbstractRelic.instantObtain(AbstractRelic.java:250) ~[?:?]
at com.megacrit.cardcrawl.shop.StoreRelic.purchaseRelic(StoreRelic.java:101) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.shop.StoreRelic.update(StoreRelic.java:78) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.shop.ShopScreen.updateRelics(ShopScreen.java:1224) ~[?:?]
at com.megacrit.cardcrawl.shop.ShopScreen.update(ShopScreen.java:622) ~[?:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2587) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876) ~[?:?]
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) [?:?]
The problem here is that the trigger for About Clark (applyPowers) does not work for all cards, only those in hand. Blood for Blood uses the player took damage trigger, which does work even if the card is not in hand. The Snecko Eye case is already.
considered: the base cost gets randomized, and then the penalty for flight is applied
@jonasdasdefekte What do you think, should this apply the bonus Artifact to the Undermine damage? I'm not sure how to implement this and if I could make the preview work, because I would have to know if an attack applies artifact before it hits (with our mod this is obviously possible, but I'm not sure for others)
Fixed
@jonasdasdefekte Can you please check here again what you wish for the game design to be? I imagine it should be possible to make these work like the base game
I think yes, the bonus artifact should be considered. Maybe not in the preview, since the artifact is added in-between. But in effect definitely!
Another solution would be a slight rework of Undermine: Power, 1 Energy. Apply 2 Artifact. When you attack an enemy, they take 1 (2) damage per Artifact they have. (multiple copies stack the amount of damage, not the duration). This way it wouldn't need to go in the preview anyways.
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I think it would make sense to have these affected by Weak and other multipliers (although I did notice it before as kind of a "feature"). Same would be true for Undermine bonus damage (if we don't change it).
If there're any things I don't state clearly, please seek my further explanation.