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INFO core.CardCrawlGame> Exception occurred in CardCrawlGame render method!
ERROR core.CardCrawlGame> Exception caught
java.lang.NullPointerException: null
at com.megacrit.cardcrawl.characters.AbstractPlayer.preBattlePrep(AbstractPlayer.java:1992) ~[?:?]
at rorgmod.events.GremlinWheelRework.reopen(GremlinWheelRework.java:72) ~[RorgMod.jar:?]
at com.megacrit.cardcrawl.rooms.EventRoom.update(EventRoom.java:37) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2512) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:879) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:427) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225) [?:?]
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126) [desktop-1.0.jar:?]
A cap would be nice on these, just have it trigger after you lose enough. giving up say a max of 50hp if all goes wrong seems fair, but this hit me for like 80 and kept rolling misses.
Exception in thread "LWJGL Application" java.lang.IllegalStateException: SpriteBatch.end must be called before begin.
at com.badlogic.gdx.graphics.g2d.SpriteBatch.begin(SpriteBatch.java:167)
at vexMod.patches.RenderOrderPatches$RenderOrderPatch.Postfix(RenderOrderPatches.java:25)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:500)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)