Slay the Spire

Slay the Spire

29 ratings
GenshinSpire
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
54.124 MB
8 Jul @ 6:52am
7 Aug @ 5:32am
16 Change Notes ( view )

Subscribe to download
GenshinSpire

Description
2024/8/7 Now Hydro Resonance will provide MAX HP instead of HP at level 6&8
2024/8/1 Add 7 cards, including skills of Sayu, Faruzan, Charlotte, Dori, Paimon, and artifact the Maiden Beloved. With these cards you can run the deck in a swifter way and play a more powerful recovery-related build.
2024/7/27 Add 8 cards, including skills of Furina, which is powerful when you lose or restore HP, also include skills of Klee, Miko, Shenhe and Dehya!
2024/7/12 Details about the Elemental system now can be found at the starter relic!

This mod adds the heroine Lumine from Genshin Impact as a character, who battles via Element Reactions. The character has about eighty cards and 7 Exclusive relics. More contents are under processing!

Elements
Similar to Genshin Impact, attacks have 7 elemental attributes: Pyro, Hydro, Electro, Cryo, Dendro, Geo and Anemo.
Elemental Attack applies the corresponding elemental attachment debuff to enemies (except Geo and Anemo), and elemental attachment decays each turn.
An Elemental Reaction will be triggered when an enemy attacked by an elemental attack while it already has another element attached to it. The enemy's existing attached element is the first element, and the element of this elemental attack is the second element.

Elemental Reaction and Elemental Mastery
The Elemental Reactons have different effects as follows:

Anemo + Any Element: Diffusion reaction, this Anemo attack turns into an elemental attack against all enemies with damage increased, basic amount is 1
Geo + Any Element: Crystallization reaction, gain blocks, basic amount is 3
Hydro + Pryo: Evaporation reaction, according to the order, increase the attack multiplier, basic multiplier is 1.5(Pryo hit on Hydro) and 2.0(Hydro hit on Pryo)
Electro + Pryo: Overload reaction, additional damage, basic amount is 5
Cryo + Pryo: Melting reaction, according to the order, increase the attack multiplier, basic multiplier is 2.0(Pryo hit on Cryo) and 1.5(Pryo hit on Pryo)
Dendro + Pryo: Burning reaction, apply Poison, basic amount is 2
Electro + Hydro: Electro-Charged reaction, deal extra damage to all enemies, basic amount is 2
Cryo + Hydro: Frozen reaction, increase the multiplier(1.5) of the next attack
Dendro + Hydro: Bind reaction, apply Bind to all enemies, basic amount is 2
Cryo + Electro: Superconduct reaction, apply 1 Vulnerable to all enemies
Dendro + Electro: Catalyze reaction, increase the attack multiplier, basic multiplier is 1.2
Dendro + Cryo: Thorns reaction, gain Thorns, basic amount is 3

Elemental Mastery is an obtainable and stackable buff that increases the effect of all elemental reactions except Frozen and Superconductivity reaction. In general, Elemental Mastery affects the multiplier of Elemental Attack by a factor of 0.1 or 0.2, including Evaporation, Melting, and Catalyze, i.e. 1 Elemental Mastery increases attack amount by an additional 10% or 20% if this attack causes aforementioned reaction; Elemental Mastery affects the bonus damage or debuff applied by Elemental Reactions by a factor of 1, 2, or 3, e.g. 1 Elemental Mastery can increase the bonus damage of Overload Reactions by 3, or increase the Bind applied to enemies by 2.

Elemental reactions will consume the enemy's attached elements. There are different amounts of consumption depending on the type of reaction and the element order, more details right-click the starter relic Adventure Handbook.

Elemental Resonance
When an elemental reaction occurs, the corresponding elemental resonance is obtained according to the type of the second element, and a temporary or continuous buff is obtained when the elemental resonance reaches level 2, 4, 6, 8, and 10. The buff types provided by each elemental resonance are as follows:

Pyro Resonance: Strength, Ritual and DemonForm
Hydro Resonance: Regeneration and MAX HP
Electro Resonance: Energy and Charge
Cryo Resonance: temporary Strength and apply Slow to enemies
Dendro Resonance: Elemental Mastery
Geo Resonance,: Plated Armor, Metallicize, and Barricade
Anemo Resonance: draw more cards

Charge and Elemental Burst
This mod designs cards based on the normal attacks, combat skills, and elemental bursts of characters in Genshin Impact. The character gains Charge by using Normal Attack and Elemental Skill cards, while powerful Elemental Burst cards can only be played if the character has enough Charge, and the cards consume corresponding number of Charges. For eg., a card with Elemental Burst 3 costs 3 stacks of Charge.

Notice!!
In order to realize continuous triggering of elemental reactions, all cards that deal m elemental damage n times (such as Ayaka's Elemental Burst, which deals 5 Cryo damage 5 times. Also including cards that have effect triggers in non-primary stage, such as summons like Oz and Guoba.), are taking effect by automatically play n temporary status cards that deal m elemental damage. This means that instantaneous buffs such as the Pen Nib usually do not work properly on them, and it will be more challenging against The Chosen One, Time Eater, or Corrupted Heart.

Balance and Bugs
Due to the limited energy and programming level of this mod make, this mod has only been tested a few times, which means it has a lot of room for repair and improvement. If you encounter bugs or have balance suggestions during the game, feel free to leave a message in the comment zone, thank you!!

Copyright-related
Basically, all card names, card pictures, and icons in this mod come from Genshin Impact's in-game screenshots or official resources, and there are only 3 re-creation pictures. If it constitutes infringement, please contact me to remove it.

Thanks to REME for the STS-mod-making tutorial!
30 Comments
Azad  [author] 9 hours ago 
@臆病 谢谢你的反馈!!

1.老头掐表的问题涉及游戏底层代码,后面我有空会尝试解决需要使用元素状态牌的问题;

2.目前应该只有风元素的扩散会触发荆棘,超载和感电的额外伤害都属于生命扣除而不是攻击

3.我没有写充能不足的提示语句,在乱战这样的效果打出元素爆发时,如果充能不够会直接不生效。你提到的两个提示,“只能在自己回合出牌”产生于某些伤害效果在敌人的回合被触发,但打不出元素状态牌,而“没有足够能量”指的应该是玩家的回合能量不足。

4.更多卡牌在做了(指新建文件夹

5.起防困难是因为,防御是岩系的特色,奶是水系的特色,其它系在这两方面的能力自然需要受限

6.非想风天作为不消耗的发掘上限很高的,比如无限发掘疯狂(笑),下限的话,至少也能够1卡打2次元素伤害
臆病. 6 Aug @ 1:01am 
3.有几张牌的还挺有意思的,比如芙宁娜的EQ(虽然感觉孤心沙龙难堪大用)、心海的能量+1(天才设计)等。但大部分牌好像只是换了个元素的同模板牌,能够理解核心玩法是元素反应,在本来就复杂的元素反应机制下加很多特殊效果会让玩家摸不着头脑,但仍然期待更多好玩的卡牌>-<

4.或许是有意迎合芙宁娜的玩法,整个体验下来感觉起防挺困难的,反倒是血量一直在蹦迪(?),还有像珐露珊的"非想风天"(发掘)好像没什么大用?玩了好多局,整个牌组看下来好像没几张消耗牌,能挖出来的也就"应急食品",其他基本都是元素状态牌和衍生卡牌,感觉这张卡在玩法上整体有些割裂

8说了,再开一把,期待后续更多有趣的更新
臆病. 6 Aug @ 1:01am 
好玩,元素反应还原了倍率,还有各自的反应系数,看得出来花了心思
玩了几天,有一种在玩七圣召唤的感觉()
a20又被老头军训了,不爽,动不动就掐表,比心脏还棘手

1.有一个体验不太好的地方,元素反应是"攻击伤害",在打钉刺机的时候特别难受,一不留神就被它反了一串的伤害,70血进去3血出来(),改成别的伤害类型会不会更好一点?(个人拙见)

2.然后发现一个bug,在特定的情况下(不知道具体前置条件,确定的是都是在"充能"不足的时候的提示),元素爆发的牌,充能不足时,提示的语句有误,我记得"充能"没满是没有提示语句的,但有时候打出时会提示"我只能在我自己的回合出牌",有时候则会提示"没有足够能量"。
Azad  [author] 5 Aug @ 7:50am 
@一五百 谢谢你的超长反馈!这对我后续改进mod非常重要!!

1、下一次更新会修复水冰反应buff过回合被移除的问题,古早设计忘了改了,后面可能会重做效果;

2、增加血上限有在考虑,我自己打的时候也经常因为上限不够豹毙233。孤心沙龙是配合奶用的,一次扣十点左右,目前的一些卡奶起来应该是比较轻松的;

3、各种打击牌目前是为元素反应服务,所以给的机制有限,因为计算反应我觉得还挺累人的。再设计新机制的话,我目前还没有很好的idea,得与元素反应体系融洽,我再想想

4、精通的确被我限制在了草体系内,因为精通给大多数反应的增幅都很高,而且我想突出草体系的重要性。元素反应的不平衡是必然的,我会慢慢调整。目前的水草反应施加全体缠绕,简单无脑,就是种门(确信
Azad  [author] 5 Aug @ 7:25am 
@蹦蹦炸弹来了 感谢你的反馈!
这个问题我也注意到了,这与我在该mod描述中提到的钢笔尖问题是同一类型。其原因为在杀戮尖塔中此类一次性增伤buff的生效与消耗的触发条件不相同,前者为DamageGive而后者为UseAttack。
在原版的卡牌中,Attack与Skill被严格区分,Skill(包括其它的如Status)不会造成攻击伤害,因此触发条件不相同不会有任何影响。但在mod中,有时为了整花活会混淆Attack与Skill,因此会出现buff生效异常的问题。
实际上我正在考虑修改冰水反应提供的冻结之力buff,它的生效也存在此类异常,虽然实际上影响有限。
一五百 5 Aug @ 6:20am 
当然我也不是什么设计师,以上的话就当我在胡诌罢。抱歉乱扯了这么多还占用了4段评论但这是我好不容易打的字(
总体来说是个非常有趣的mod,在防御、上限追求上都另辟蹊径。期待作者的更新。
一五百 5 Aug @ 6:19am 
1.元素精通少得可怜。简直是鸡煲的集中。流浪大地的乐团敲完不加精通,还不如碎片()。而且精通提升也不算很多,建议给得大胆些。既然抛弃了能量和抽牌,而是抽啥打啥,那至少要做到在后期能5张牌防下心脏的毁灭性攻击,或者打出可观的伤害。2.固定伤害值得斟酌。不过至少这个mod还原了倍率反应,还是挺不错的。但固定伤害似乎有些过少了。比如在原游戏中前期一刀一个丘丘人的超载,在这里只剩下5点伤害。固然它仍然是前期伤害最高的反应,不过是不是有些太低了(当然前期确实本来就能打过,但那似乎是逆天扩散反应和某些打物伤我都抓的牌的功劳)。3.部分反应的机制也许可以更有趣(用)些。冰雷超导只给一层易伤,几乎无法利用;草冰荆棘也是有些诡异,不过至少比不反应好;以及我的种门呢()。
一五百 5 Aug @ 6:19am 
2.然后是作者已经解释过的超多攻击牌。固然牌之间是有一些元素、段数、有无格挡、有无抽牌之类的差别,但大多数不过是一些打击、超级打击、超级多段打击、铁斩波、超级铁斩波。希望能给更多牌设计不同的机制,使其功能性更强。不要被老米的设计束缚住,也许可以做些大胆的、更尖塔式的设计,毕竟这是个卡牌游戏嘛。
3.作者同样给卡池中回能和抽牌的缺失做了解释。我也能理解作者想把重心放在元素共鸣身上,而不是无限这类上限。相似的去上限化设计还能体现在某些莫名其妙的不能叠加的能力上。还有纳西妲Q,一个能力还有回合限制,关键是它也不算很强啊。虽然很不愿意接受,但上限只能由元素机制提供。那我就提一些关于元素机制的建议吧。
一五百 5 Aug @ 6:18am 
元素反应、元素共鸣的设计和教程很用心,部分牌(如孤心沙龙)的设计也较为惊艳。但部分描述有些奇怪,或者没有说清。如水冰反应给的buff在回合开始时移除,这点没有在文本中注出。下面说点个人看法:
1.可以看到在防御端,作者有意减少了格挡的发挥,而是把重心放在了回复上。这确实是一个不错的创新。本来相对来说不怎么重要的血上限变成了很有价值的资源。(可怜的灵体事件变得非常尴尬)也许可以考虑制作一些跟提高血上限相关的牌,或者把溢出治疗量转化成临时生命之类的机制。说到血,我认为孤心沙龙虽然很有趣,但按血上限无脑扣血有点过于哈人了,导致我从未抓过。也许可以改成根据当前生命值百分比扣血,或者半血后不扣血,相对地伤害也降低。

呃呃呃怎么还有字数限制
蹦蹦炸弹来了 5 Aug @ 1:50am 
爆弹玩偶和垂裳端凝之夜在有活力的时候出现bug,当爆弹玩偶是获得格挡时依旧会消耗活力,而垂裳端凝之夜所施加的Buff:打出技能牌造成随机冰元素伤害1,这个伤害会有活力的效果但是并不会消耗活力