安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
 
											 
													







fabricate这个mod并没有被汉化 我想问一下是哪里出问题了 麻烦你了谢谢
Separately, I've run into a bug where the filter overlay can persist even when you aren't on a screen with cards, such as the regular combat screen. This happens if you use hotkeys to open/close menus while the filter overlay is up. Once that happens, there's no way to close the filter overlay and the game becomes softlocked (I think? I've never been able to figure out how to dismiss it).
EUI uses a different tooltip rendering system, so tooltips from other mods don't get affected unless the aforementioned setting I mentioned is turned on.
However, there is still a small bug: the icon is displayed even if "Disable the icon in the prompt description" is checked. This happens when the game is set to Chinese, but not when the game is set to English. I hope this can be fixed, thanks!
Font filess: https://mega.nz/file/HtAjwT7a#N7rqTXe2fuHHcJcaGrr4pbe9YzD5VVRHxlQocNrcm5s
Sure, I'll take a look at it. What is the font called?
更改字体后,经常会出现这种字体不在提示框内的情况,能否修复一下?感谢!
https://ooo.0x0.ooo/2023/11/29/Orcc4L.png
I see, the [Energy Font] corresponds to the energy text of the cards, not the energy text of the characters. The character's energy text is controlled by [Button Font].
Thanks for the great mod! It doesn't seem to take effect after changing the [energy font] though.
Since I intend EUI to be QoL-only, I am likely not going to add anything to EUI that impacts game content (aside from the debugging options which were necessary for testing things with Fabricate).
However, if you are fine with playing custom runs, Fabricate does have its own version of both card filters and relic filters that filter out the actual card/relic pool, which supports searching through cards/relics with EUI's filters. I may add a feature to enable this behavior for non-custom runs in the future.
[feature suggestions] (later)
- in-game relic pool filter; filtered relics not appear in a run. (existing Relic filter mod is not convenient because this mod not provides searching feature by name and mod name)
- in-game card filter; filtered card not appear in a run. (existing Card filter mod not works. I want to card filter some cards that I think cards are overbalance like in Corrupt the spire, Pan's trinket mods, Bad spire, other colorless cards, etc... )
Cause:
java.lang.NullPointerException
at extendedui.ui.cardFilter.SimpleCardFilterModule.updateImpl(SimpleCardFilterModule.java:92)
at extendedui.ui.EUIBase.tryUpdate(EUIBase.java:32)
at extendedui.ui.EUIBase.update(EUIBase.java:47)
at extendedui.ui.cardFilter.CardKeywordFilters.updateFilters(CardKeywordFilters.java:342)
at extendedui.ui.cardFilter.GenericFilters.updateImpl(GenericFilters.java:272)
at extendedui.ui.EUIBase.tryUpdate(EUIBase.java:32)
at extendedui.ui.cardFilter.GenericFilters.tryUpdate(GenericFilters.java:235)
at extendedui.patches.screens.CardLibraryScreenPatches$CardLibraryScreen_Update.prefix(CardLibraryScreenPatches.java:104)
I have added Prismatic Shard support in the patch I pushed out just now. The Downfall Snecko character may require additional patches for its offclass card pool to be recognized.
I have a card creator in progress that uses such tooltips. Although it is not finished, you can see previews of it here: https://github.com/SevenDayCandle/STS-CardEditor/releases
Noted regarding the experimental/ test nature but...
...Do you happen to have one example card/ relic/ situation where I can see this happen for Vulnerable?
I had figured that the setting worked as you explained but I couldn't and haven't been able to find any cases where the Vulnerable(or any other) tooltip was affected by the setting.
TY!
Some tooltips may use icons in their descriptions (e.g. using the power symbol for Vulnerable to represent Vulnerable in a tooltip), so this setting is intended to have such tooltips display the actual title instead (in this case, the icon would be written out as "Vulnerable" instead of being rendered as an icon). However, this setting is currently experimental and may not always work properly. I will be investigating this option and improving it in the future.
I've read the new tooltips for the config settings but am yet unsure which "keyword icons" are being replaced "with their titles"
There is also a misspelt "descrptions" in that same tooltip.
Thanks!
open relic pool, press escape 4 times, voila, your relic bar is now invisible
Exception in thread "LWJGL Application" java.lang.NullPointerException
at extendedui.uisettings.ModSettingScreen.AddModList (ModSettingScreen.java:45)
at extendedui.patches.BasemodPatcherBaseMod_RegisterModBadge.Postfix(BasemodPatches.java:82)
at basemod.BaseMod.registerModBadge (BaseMod.java:775)
at DarkMap.DarkMap.recievePostInitialize(DarkMap.java:25)
at basemod.Patches.com.megacrit.cardcrawl.core.CardCrawlGame.PostInitializeHook.Postfix(PostInitializeHook.java:9)
at com.megacrit.cardcrawl.core.CardCrawlGame.create(CardCrawlGame.java:307)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:149)
at com.badlogic.gdx.backends.lwjgl.LjgwlApplication$1.run(LwjglApplication.java:126)
That would be very much appreciated! You can make a pull request to the Github link at the bottom of the mod's description when the translation is ready.