com.megacrit.cardcrawl.helpers.RelicLibrary Java Examples
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com.megacrit.cardcrawl.helpers.RelicLibrary.
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Example #1
Source File: SuperRareRelicPatch.java From StSLib with MIT License | 6 votes |
public static String Postfix(String __result, AbstractRelic.RelicTier tier) { if (depth == 0 && RelicLibrary.getRelic(__result) instanceof SuperRareRelic) { RelicTools.returnRelicToPool(tier, __result); ++depth; __result = AbstractDungeon.returnRandomRelicKey(tier); --depth; } return __result; }
Example #2
Source File: SuperRareRelicPatch.java From StSLib with MIT License | 5 votes |
public static String Postfix(String __result, AbstractRelic.RelicTier tier) { if (depth == 0 && RelicLibrary.getRelic(__result) instanceof SuperRareRelic) { RelicTools.returnRelicToPool(tier, __result); ++depth; __result = AbstractDungeon.returnEndRandomRelicKey(tier); --depth; } return __result; }
Example #3
Source File: DeckOfManyThingsEvent.java From jorbs-spire-mod with MIT License | 4 votes |
@Override protected void buttonEffect(int i) { // This is the event: switch (screenNum) { case 0: // While you are on screen number 0 (The starting screen) switch (i) { case 0: // If you press button the first button (Button at index 0), in this case: Inspiration. this.imageEventText.updateBodyText(DESCRIPTIONS[1]); // Update the text of the event this.imageEventText.updateDialogOption(0, OPTIONS[5]); // 1. Change the first button to the [Leave] button this.imageEventText.clearRemainingOptions(); // 2. and remove all others screenNum = 1; // Screen set the screen number to 1. Once we exit the switch (i) statement, // we'll still continue the switch (screenNum) statement. It'll find screen 1 and do it's actions // (in our case, that's the final screen, but you can chain as many as you want like that) AbstractRelic relicToAdd = RelicLibrary.starterList.get(AbstractDungeon.relicRng.random(RelicLibrary.starterList.size() - 1)).makeCopy(); // Get a random starting relic AbstractDungeon.getCurrRoom().spawnRelicAndObtain((float)(Settings.WIDTH / 2), (float)(Settings.HEIGHT / 2), relicToAdd); break; // Onto screen 1 we go. case 1: // If you press button the second button (Button at index 1), in this case: Deinal CardCrawlGame.screenShake.shake(ScreenShake.ShakeIntensity.MED, ScreenShake.ShakeDur.MED, false); // Shake the screen CardCrawlGame.sound.play("BLUNT_FAST"); // Play a hit sound AbstractDungeon.player.decreaseMaxHealth(healthdamage); // Lose max HP if (CardGroup.getGroupWithoutBottledCards(AbstractDungeon.player.masterDeck.getPurgeableCards()).size() > 0) { // If you have cards you can remove - remove a card AbstractDungeon.gridSelectScreen.open( CardGroup.getGroupWithoutBottledCards( AbstractDungeon.player.masterDeck.getPurgeableCards()), 1, OPTIONS[6], false, false, false, true); } this.imageEventText.updateBodyText(DESCRIPTIONS[2]); this.imageEventText.updateDialogOption(0, OPTIONS[5]); this.imageEventText.clearRemainingOptions(); screenNum = 1; // Same as before. A note here is that you can also do // imageEventText.clearAllDialogs(); // imageEventText.setDialogOption(OPTIONS[1]); // imageEventText.setDialogOption(OPTIONS[4]); // (etc.) // And that would also just set them into slot 0, 1, 2... in order, just like what we do in the very beginning break; // Onto screen 1 we go. case 2: // If you press button the third button (Button at index 2), in this case: Acceptance AbstractCard c = new Apotheosis().makeCopy(); AbstractDungeon.effectList.add(new ShowCardAndObtainEffect(c, (float) (Settings.WIDTH / 2), (float) (Settings.HEIGHT / 2))); this.imageEventText.updateBodyText(DESCRIPTIONS[3]); this.imageEventText.updateDialogOption(0, OPTIONS[5]); this.imageEventText.clearRemainingOptions(); screenNum = 1; break; case 3: // If you press button the fourth button (Button at index 3), in this case: TOUCH imageEventText.loadImage("stsjorbsmodResources/images/events/IdentityCrisisEvent2.png"); // Change the shown image // Other than that, this option doesn't do anything special. this.imageEventText.updateBodyText(DESCRIPTIONS[4]); this.imageEventText.updateDialogOption(0, OPTIONS[5]); this.imageEventText.clearRemainingOptions(); screenNum = 1; break; } break; case 1: // Welcome to screenNum = 1; switch (i) { case 0: // If you press the first (and this should be the only) button, openMap(); // You'll open the map and end the event. break; } break; } }
Example #4
Source File: RelicTools.java From StSLib with MIT License | 4 votes |
public static boolean returnRelicToPool(String relicID) { AbstractRelic.RelicTier tier = RelicLibrary.getRelic(relicID).tier; return returnRelicToPool(tier, relicID); }
Example #5
Source File: DefaultInsertPatch.java From StS-DefaultModBase with MIT License | 4 votes |
@Override public int[] Locate(CtBehavior ctMethodToPatch) throws Exception {// All the locator has and needs is an override of the Locate method // In simple terms, the locator works like this: // We give is something to match with, and it returns the line number that it finds the ting on, // inside the method which we specified wayyyy early on in our @SpirePatch annotation. // The Locate method is of type int[] - it returns an array of ints. These ints are actually the matching line numbers. // This is where we open up the https://github.com/kiooeht/ModTheSpire/wiki/Matcher documentation. // The line in the original method, "return !RelicLibrary.getRelic(retVal).canSpawn() ? returnEndRandomRelicKey(tier) : retVal;" // is just a simple ternary operator, check out http://www.cafeaulait.org/course/week2/43.html // or https://stackoverflow.com/questions/8898590/short-form-for-java-if-statement or simply ask google. // if you can't spawn the relic(note the "!"), grab a new relic from the end of the list instead // (call the returnEndRandomRelicKey() method) - otherwise return the relic. // We want to insert our code immediately above it so we'll need to use a matcher against something in that line. // We have a few of options for this 1 particular line. Before you proceed, read the docs and see how many you can personally spot. // 1. RelicLibrary.getRelic - is calling the the getRelic() method of the RelicLibrary class. // (You can also see that by Ctrl+clicking on getRelic) // 2. getRelic(retVal).canSpawn() - is calling the canSpawn() method of the AbstractRelic class. // (get relic() returns an AbstractRelic so we just use canSpawn() directly from it to check if we can spawn it) // 3. returnEndRandomRelicKey(tier) - is calling the returnEndRandomRelicKey method of the AbstractDungeon class. // At the end of the day, all three of these are MethodCallMatchers. /* * BUT WAIT! * Did you know that the third option is *actually* on a completely different line than the first one? * Decompiling the code with a different decompiler shows that the last line is actually a lot more like this: * * if (!RelicLibrary.getRelic(retVal).canSpawn()) { * return returnEndRandomRelicKey(tier); * } * return retVal; * * Which means that if we use the third matcher we will insert code inside the if statement, while if we use 1. or 2. - just outside of it. * * Follow this guide to learn how to decompile your game. * https://github.com/daviscook477/BaseMod/wiki/Decompiling-Your-Game * Essentially - you would want to use JD-GUI and Luyten *both* to get a precise look. * (You can 100% still totally use the IntelliJ for quick-referencing code, it is still very fast and convenient) * * On a sidenote, you should enable debug lines in intelliJ both for bugfixing and seeing what thing is *really* on what line * To do so: * 1. Ctrl+Shift+A * 2. Registry * 3. Scroll down and set decompiler.dump.original.lines to true */ // A good way to choose, usually, would be to pick the matcher least likely to appear elsewhere in the code of the method // i.e. the rarest one. In this case, it doesn't really matter as it's 3 of the same matcher, and none of their methods // ever appear again anywhere else, so let's just go for the first one: // As the documentation says, put the Class type and the method name (as a string) as your parameters: Matcher finalMatcher = new Matcher.MethodCallMatcher(RelicLibrary.class, "getRelic"); // Now we just have to return the line number corresponding to that particular method call. // We have 2 options: // 1. findInOrder - Returns the first line number that matches the description of the matcher // (i.e. the very first time it finds RelicLibrary.getRelic() in the method we're patching.) // 2. findAllInOrder - Returns an array of ints - all of the line numbers matching the description. // (This is, for example, if the method we're patching had used "RelicLibrary.getRelic()" 3 different times, // and we want to insert our code right before ALL of the matches, or before a particular one of them.) // In our case "RelicLibrary.getRelic()" is called only once, in that particular return statement, so we can just return it. return LineFinder.findInOrder(ctMethodToPatch, finalMatcher); // If we wanted to use findAllInOrder instead, we would do it like this: // return new int[]{LineFinder.findAllInOrder(ctMethodToPatch, finalMatcher)[0]}; // The [0] in this case indicates the index of the line number in the array (in the order they were found) // The first (and for us, only) instance of "RelicLibrary.getRelic()" would be at index 0. The second at index 1, and so on. // Finally, if we wanted to insert our code before *every* line with a match, we would just skip the index and return the whole list of lines: // return LineFinder.findAllInOrder(ctMethodToPatch, finalMatcher) }
Example #6
Source File: IdentityCrisisEvent.java From StS-DefaultModBase with MIT License | 4 votes |
@Override protected void buttonEffect(int i) { // This is the event: switch (screenNum) { case 0: // While you are on screen number 0 (The starting screen) switch (i) { case 0: // If you press button the first button (Button at index 0), in this case: Inspiration. this.imageEventText.updateBodyText(DESCRIPTIONS[1]); // Update the text of the event this.imageEventText.updateDialogOption(0, OPTIONS[5]); // 1. Change the first button to the [Leave] button this.imageEventText.clearRemainingOptions(); // 2. and remove all others screenNum = 1; // Screen set the screen number to 1. Once we exit the switch (i) statement, // we'll still continue the switch (screenNum) statement. It'll find screen 1 and do it's actions // (in our case, that's the final screen, but you can chain as many as you want like that) AbstractRelic relicToAdd = RelicLibrary.starterList.get(AbstractDungeon.relicRng.random(RelicLibrary.starterList.size() - 1)).makeCopy(); // Get a random starting relic AbstractDungeon.getCurrRoom().spawnRelicAndObtain((float)(Settings.WIDTH / 2), (float)(Settings.HEIGHT / 2), relicToAdd); break; // Onto screen 1 we go. case 1: // If you press button the second button (Button at index 1), in this case: Deinal CardCrawlGame.screenShake.shake(ScreenShake.ShakeIntensity.MED, ScreenShake.ShakeDur.MED, false); // Shake the screen CardCrawlGame.sound.play("BLUNT_FAST"); // Play a hit sound AbstractDungeon.player.decreaseMaxHealth(healthdamage); // Lose max HP if (CardGroup.getGroupWithoutBottledCards(AbstractDungeon.player.masterDeck.getPurgeableCards()).size() > 0) { // If you have cards you can remove - remove a card AbstractDungeon.gridSelectScreen.open( CardGroup.getGroupWithoutBottledCards( AbstractDungeon.player.masterDeck.getPurgeableCards()), 1, OPTIONS[6], false, false, false, true); } this.imageEventText.updateBodyText(DESCRIPTIONS[2]); this.imageEventText.updateDialogOption(0, OPTIONS[5]); this.imageEventText.clearRemainingOptions(); screenNum = 1; // Same as before. A note here is that you can also do // imageEventText.clearAllDialogs(); // imageEventText.setDialogOption(OPTIONS[1]); // imageEventText.setDialogOption(OPTIONS[4]); // (etc.) // And that would also just set them into slot 0, 1, 2... in order, just like what we do in the very beginning break; // Onto screen 1 we go. case 2: // If you press button the third button (Button at index 2), in this case: Acceptance AbstractCard c = new Apotheosis().makeCopy(); AbstractDungeon.effectList.add(new ShowCardAndObtainEffect(c, (float) (Settings.WIDTH / 2), (float) (Settings.HEIGHT / 2))); this.imageEventText.updateBodyText(DESCRIPTIONS[3]); this.imageEventText.updateDialogOption(0, OPTIONS[5]); this.imageEventText.clearRemainingOptions(); screenNum = 1; break; case 3: // If you press button the fourth button (Button at index 3), in this case: TOUCH imageEventText.loadImage("theDefaultResources/images/events/IdentityCrisisEvent2.png"); // Change the shown image // Other than that, this option doesn't do anything special. this.imageEventText.updateBodyText(DESCRIPTIONS[4]); this.imageEventText.updateDialogOption(0, OPTIONS[5]); this.imageEventText.clearRemainingOptions(); screenNum = 1; break; } break; case 1: // Welcome to screenNum = 1; switch (i) { case 0: // If you press the first (and this should be the only) button, openMap(); // You'll open the map and end the event. break; } break; } }