模组简介
Recolour, mirror and give any card's art to any other card in Slay the Spire 2, all from the comfort of the game, no external tools required! Essentially puts the basics of Photoshop color alteration tools directly into Slay the Spire. Additionally lets modders ship their own card recolours/alteration, as seen in Into the Spireverse. For players: an editor in the Compendium for changing how any card looks: colours, brightness, contrast, flips, or its art entirely to a different card's art. Your changes stay on your computer for as long as you like. Make Ironclad cards look like Defect cards, flip all the arts upside down, sky's the limit! For mod authors: a shared library that saves the alterations you make to cards, and allows you to ship your mod with those alterations. See Github/Readme. Requires BaseLib . Settings • Load Personal Edits (on by default): shows the edits you have saved. Turn it off to see every card exactly as its mod ships it, without losing your edits. • Personal Edit Mode (off by default): adds the editor to the Card Library. • Developer Mode (off by default): everything in Personal Edit Mode, plus the tools for making recolours to ship with a mod. Either editor mode also turns Load Personal Edits on, so you always see what you are editing. Personal Edit Mode Turn on Personal Edit Mode , open the Card Library, and click any card you have discovered. The editor appears on the left of the enlarged card, and every change previews on the card straight away. Hover over any control for a reminder of what it does. Standard tab Adjustments to the whole image. Every slider reads 100 when unchanged. • Tint: a colour the whole image is multiplied by. White is unchanged. • Hue: rotates every colour around the colour wheel. • Sat: colour intensity. 0 is greyscale. • Lum: brightness. • Gamma: darkens or lifts the midtones without touching pure black and white. • Red, Green, Blue: multiply that colour in the art. • Red, Green, Blue Offset: add or remove that colour evenly, shadows included. • Contrast: pushes darks and lights apart, or flattens them together. • Flip X / Flip Y: mirror the art left to right, or top to bottom. Selective Hue tab Changes one colour in the art and leaves everything else alone, such as turning a blue flame purple. There are three independent sets. • Click a set's Target swatch, press the eyedropper button in the colour picker, and click the colour you want to change on the card's own art. • Use Shift to rotate that colour to a new one, and Saturation and Brightness to mute, intensify, darken or lighten it. • Adjust Width until the change catches all of that colour and nothing else. Darker and paler versions of the colour are caught too. • Raise Softness if the change leaves a hard edge or a visible fringe. Reprinted cards Some modded characters reprint base-game cards. This tool allows to change those card's art and appearances, even without making a custom duplicate card from your own character. When you edit a card from that character's tab in the Compendium, your change applies only when that character shows the card. Edit it from the original character's tab to change it everywhere. Developer Mode For mod authors making recolours to ship with their mod. Everything in Personal Edit Mode, plus: • Save Default: writes the card's recolour as a file to ship with your mod, into the output folder. • Clear Default: deletes that file. A copy already packed into your mod keeps showing until you rebuild it. • Output folder: where Save Default writes. Point it at the ArtRoller folder you create in your mod's project, below. • Key: the file name the buttons write to. A key ending in @CHARACTER is a reprint. Setting up your mod The process of setting up a mod to use Art Roller takes only a minute: • Add Art Roller to your manifest's dependencies: {"id": "ArtRoller", "min_version": "1.0.0"} • Create a folder named ArtRoller inside your mod's resource folder, the one named after your mod id, and point the output folder at it. Art Roller reads recolours from there ( res://YourModId/ArtRoller/ ) and portrait search art from res://YourModId/images/card_portraits/ , with no setup. • Add *.hsv to include_filter in your export_presets.cfg, or Godot leaves your recolours out of your .pck. Other folders, the ArtRoller.dll reference and the file format are covered on GitHub. Workflow In the Compendium, open a card, adjust it, and press Save Default . The change shows immediately. Rebuild your mod to pack the new files. From then on your mod loads the new recolours as its shipped defaults, for you and for every player once published. On your own machine, a personal edit made with Save still takes priority over the default for the same card. Press Clear on that card to see the shipped default. Personal edits are stored in %APPDATA%\SlayTheSpire2\ArtRoller on Windows. Already pasted Art Roller into your mod? We are aware of a handful of mods that copied the Art Roller code out of Into the Spireverse before it was its own mod - if this applies to you, read this section. Two copies of Art Roller patching the same card could interfere with each other, and an old copy cannot read anything made with the newer controls. Switching to this mod fixes both and is thus recommended - but we have taken precautions to ensure it is optional. Compatibility should be preserved for a mod that has the Art Roller code duplicated, in a user that also has the new Art Roller mod subscribed. Until you switch, Art Roller reads your copy's recolours on its own, so your cards keep their look for players who have both installed. Everything should be backwards compatible and creates no conflict but it is recommended to switch to the new dedicated Art Roller mod to get new features and avoid future conflicts. To switch: • Delete your copy of the Art Roller code: CardArtRoller , CardHsvData , CardShaderHelper , CardModelPortraitPatch , NCardPatch , NCardLibraryVerticalSlidersPatch , PortraitSearchBox , and AltArtContext and CardLibraryCharacterContextPatch if you copied the reprint support. Delete the copied color_adjust.gdshader too. • Remove the CardArtRoller.RegisterAllFromDirectory(...) call from your mod initializer. • Leave your .hsv files where they are. In res://YourModId/ArtRoller/ they need nothing else; anywhere else, register the folder as covered on GitHub. • Add Art Roller to your dependencies as above, and the DLL reference if your code calls Art Roller. • If your own code called the copied classes, point it at ArtRoller.CardArtRoller. See GitHub for the changed save methods. Your existing recolours keep working unchanged.
详情图片
条目信息
- 所属游戏
- 杀戮尖塔 2 (Slay the Spire 2)
- 创意工坊 ID
- 3809560508
- 文件名
- 3809560508.bin
- 文件大小
- 143.1 KB
- 最后更新
- 2026/10/03
- 内容版本
- v1790987335-de2b68b03f7f3ee2
- 作者与来源
- 由原作者发布于 Steam 创意工坊。本站不改变署名,作者信息与原始内容请以 Steam 原始页面 为准。
