arackulele / grimoramod Goto Github PK
View Code? Open in Web Editor NEWGrimora Mod for Inscryption
Grimora Mod for Inscryption
opening the rulebook gives either handy the ressurection text or ressurection the handy text, and ancient obol has the same introduction text as drowned soul ("maybe going into that well wasn't such a good idea"). aside from that, this mod is incredible so far!
thatd be pretty silly i think
will prob need custom art actually
if the card set to explode via royal rumble dies to sentry, it will not gain the sigil or explode, and you will be unable to play any more cards for the duration of your turn
So I downloaded 1.1.1 from the Thunderstore manager and it would break every time I tried to start a new game so I brought up the logger and it was showing that it was trying to grab the abilities folder directly from the Plugins folder not inside the Arackulele-GrimoraMod folder
I manage to make it work by just copying the files into the plugins folder directly.
Hello,
The last time I addressed this problem, I think it was only half-solved. After defeating Grimora through Kaycee's Mod, the red lines of programming code fills up the screen and then I am brought back to Leshy's cabin. For some reason the screen freezes up with the map unraveling and 3 light candles. Leshy does not talk and there is nothing else on the map.
I was under the impression that once you beat a Grimora Run with Kaycee's mod, the screen would clear and show your statistics. E.g. Misplays, most damage on a scale, bosses defeated. On top of that, there would be cards and starter decks unlocked, and then revert back to the main menu on a black background. I know there are 4 starter decks still hidden.
Something else of note, the challenge levels have not increased with each completed run with KM. It just stays at 5 never going higher. Is there any way to increase that?
I recently attempted to do a Grimora Run via Kaycee's Mod. I wanted to know how anyone can complete a Grimora Run since after I beat Grimora, the screen shifts back to a Leshy map? There was no phasing out or deletion of assets as was done during the normal Grimora Mod. Instead it seems like I had to defeat Leshy with a starter Deck from Grimora's mod. That did not seem to work as when I tried to select a bottom totem (for e.g.), the game froze.
Are there any software patches to circumvent this issue or is the Grimora mod not ready to integrate with Kaycee's mod? I do enjoy the skill challenges arranged and eager to see what new decks (besides the 4 provided), will be available.
Issue: After defeating a boss, the chessboard does not change to a new layout.
If you have this mod installed and play in Leshy's Cabin (Kaycee's mod or Act 1) on map pressing "W" moves the camera up against the map instead of hovering above. This also prevents you form pressing "W" again to see your current deck. Another smaller issue that I've experienced a couple times is the bowl of extra teeth appearing at improper times with this mod enabled. This mod was a fun though.
when dead hand item draws cards until your deck is empty your deck will still visually be there despite being empty
It offered me 3 blank cards in bottles. I picked the middle one. Soft lock.
Here are the latest errors in log
[Error : Unity Log] Coroutine couldn't be started because the the game object 'DynamicElements' is inactive!
[Warning: Singleton] Got null in Singleton<DiskCardGame.CandleHolder>.FindInstance
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
InscryptionAPI.Items.ConsumableItemManager+ItemSlot_CreateItem.Prefix (DiskCardGame.ItemSlot __instance, DiskCardGame.ItemData data, System.Boolean skipDropAnimation) (at <39937c18fde94bc6980f9423c14a10e3>:0)
DiskCardGame.ItemSlot.CreateItem (DiskCardGame.ItemData data, System.Boolean skipDropAnimation) (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.ConsumableItemSlot.CreateItem (DiskCardGame.ItemData data, System.Boolean skipDropAnimation) (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.ConsumableItemSlot.CreateItem (System.String itemName, System.Boolean skipDropAnimation) (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.ItemsManager.UpdateItems (System.Boolean immediate) (at <4bde92741da1454db82522c215e393a6>:0)
GrimoraMod.GrimoraGainConsumableSequencer+d__2.MoveNext () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)
For some reason when having this mod installed I've discovered that any sigil that hits multiple times (Bifurcated Strike, Trifurcated Strike, Double Strike, Omni Strick, and any others added from this mod, such as chaos strike, or other mods) if the card somehow dies before the final hit, which can happen from hitting something with thorns, explosions, etc. then it causes the game to softlock. You can leave through the pause menu and look around but the game doesn't know what to do next at that point.
Another issue that causes a similar softlock is any card with the sentry sigil. When the sentry detects a card move in front of it it gives a wiggle then the game soft locks in the same state of being able to look around but not interact with anything.
This happens both in Grimora's Crypt and in Act 1 / Kaycees mod, haven't tested in Act 3 or Act 2 to see if the bug happens in those places.
so, I've played this mod for a bit, and I'm honestly not very good at it. I can't get very far without dying. I tried to just turn the mod off, but when I go to play normally I go to where the mod starts except there are no cards, meaning I can't progress. Do I have to finish the mod to be able to play the game normally again?
You can view your deck while choosing a rare card, however.
my ourobones has steel trap, frozen away, puppeteer, and cold front. crashes when one of the twins kills it
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
DiskCardGame.Card.RenderCard () (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.PlayableCard.UpdateStatsText () (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.PlayableCard.OnStatsChanged () (at <4bde92741da1454db82522c215e393a6>:0)
DiskCardGame.PlayableCard.RemoveTemporaryMod (DiskCardGame.CardModificationInfo mod, System.Boolean updateDisplay) (at <4bde92741da1454db82522c215e393a6>:0)
GrimoraMod.Puppeteer+d__13.MoveNext () (at <7529fb60e72c42d2ad00140ffbb17c08>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)
Killing the bugged card will cause the fight to freeze, music and animation continues without the game hanging.
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [ChangeLogicInCardAbilityIcons] GrimoraSaveUtil.IsNotGrimoraModRun False
[Info :GrimoraMod] [CrawlerSlot.RespondsToOtherCardDie] Crawler [Boo Hag] Dying Card [Ancient Obol Slot 0] deathSlot [CardSlot_Grimora] Dying card does not have ice cube? [True] hidingOnSlot [CardSlot_Grimora (DiskCardGame.CardSlot)] is deathSlot? [True]hiding under card [Card (Ancient Obol) (DiskCardGame.PlayableCard)] is dying card? [True]
[Info :GrimoraMod] [CrawlerSlot.OnOtherCardDie] Resolving [Boo Hag] to deathSlot [0]
[Error : Unity Log] NullReferenceException
Stack trace:
DiskCardGame.BoardManager3D+<TransitionAndResolveCreatedCard>d__19.MoveNext () (at <4bde92741da1454db82522c215e393a6>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)
Attempting to exit the fight or reset the run will cause the game to actually freeze and die.
Using arrow key movement on the board has weird behavior with the up and right arrows. Often accidentally checking my deck or looking at items when I’m just trying to move.
I know the mouse works but it’s much less comfortable
you used to get extra starter bones from each boss but now you don't. is this intentional? I'm fine if it is but i don't see it on the changelog so I'm a bit confused.
Let this serve as a compilation point for any bugs found during playtesting of the Grimora mod, any bugs that seem particularly gamebreaking will be marked specifically.
!!Major Bug!! extra abilities on cards frozen by the Kaycee boss are lost when they become unfrozen - Seems like extra abilities such as those gained with the chair event, are lost on the card when the card becomes unfrozen, despite retaining them in the frozen state.
Minor Bug Amoeba seems to generate with the 'gem guardian' sigil every time it is drawn (Inconsistent, may not happen on boss battles for some reason) Disregard
Minor Bug Starvation doesn't seem to interact correctly with skeletons (or the brittle sigil in general), as cards bearing brittle will still perish when opposing a creature with the 'repulsive' sigil as if the card had attacked.
Minor Bug the 'True Scholar' sigil can still generate from the electric chair event [Update, the Gem Animator sigil can also still appear]
Im opening this as a Discussion of Bugs that happen during other Acts (especially act 1) caused by Grimora Mod.
Please Comment under this Issue with any Bugs you encounter of this Sort.
Losing to bone lord freezes me on a black screen and throws this error:
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <44afb4564e9347cf99a1865351ea8f4a>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <44afb4564e9347cf99a1865351ea8f4a>:0)
GrimoraMod.Saving.GrimoraRunState.NewStandardGame () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.Saving.GrimoraSaveFile.NewStandardRun () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.Saving.GrimoraSaveManager.ResetStandardRun () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.Saving.GrimoraSaveManager.ResetRun () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
GrimoraMod.TransitionExt+d__1.MoveNext () (at <4a7a83b6bfc1414a95352cfcc034995c>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)
If you reload the game because you softlocked during a non combat node, that node disappears.
Title. When a hell hand dies they can give brittle to a card with 5 sigils. This removes all sigils from the card visibly
yeah
"If Apparition gets the Sniper sigil, it will try to load in the custom Sniper arm animation resulting in a softlock, same thing happens if a card with Sentry and Haunter dies, and Sentry gets passed onto another card
Sniper error:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
GrimoraMod.VisualizeSniperPatches.VisualizeStartSniperAbilityGrimora (DiskCardGame.CardSlot sniperSlot) (at :0)
DiskCardGame.CombatPhaseManager.VisualizeStartSniperAbility (DiskCardGame.CardSlot sniperSlot) (at :0)
InscryptionCommunityPatch.Card.SniperFix+d__2.MoveNext () (at <8349ac84860540479f8082ea7a270d08>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <3f8c35799b544274b189c23afcaaf82e>:0)" -Wise Scholar, Catboy Stinkbug
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.