local very_fair = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "Very Fair Deck", key = "very_fair", config = { hands = -2, discards = -2 }, pos = { x = 4, y = 0 }, order = 1, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_no_vouchers = true end, init = function(self) very_fair_quip = {} local avts = SMODS.add_voucher_to_shop function SMODS.add_voucher_to_shop(...) if G.GAME.modifiers.cry_no_vouchers then return end return avts(...) end end, } local equilibrium = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Equilibrium", key = "equilibrium", order = 3, config = { vouchers = { "v_overstock_norm", "v_overstock_plus" } }, pos = { x = 0, y = 1 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_equilibrium = true end, init = function(self) local gp = get_pack function get_pack(k, t) if G.GAME.modifiers.cry_equilibrium then if not P_CRY_ITEMS then P_CRY_ITEMS = {} local valid_pools = { "Joker", "Consumeables", "Voucher", "Booster" } for _, id in ipairs(valid_pools) do for k, v in pairs(G.P_CENTER_POOLS[id]) do if not Cryptid.no(v, "doe", k) then P_CRY_ITEMS[#P_CRY_ITEMS + 1] = v.key end end end for k, v in pairs(G.P_CARDS) do if not Cryptid.no(v, "doe", k) then P_CRY_ITEMS[#P_CRY_ITEMS + 1] = v.key end end end return G.P_CENTERS[pseudorandom_element( P_CRY_ITEMS, pseudoseed("cry_equipackbrium" .. G.GAME.round_resets.ante) )] end return gp(k, t) end end, } local misprint = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Misprint", key = "misprint", order = 4, config = { cry_misprint_min = 0.1, cry_misprint_max = 10 }, pos = { x = 4, y = 2 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_misprint_min = (G.GAME.modifiers.cry_misprint_min or 1) * self.config.cry_misprint_min G.GAME.modifiers.cry_misprint_max = (G.GAME.modifiers.cry_misprint_max or 1) * self.config.cry_misprint_max end, } local infinite = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Infinite", key = "infinite", order = 2, config = { cry_highlight_limit = 1e20, hand_size = 1 }, pos = { x = 3, y = 0 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_highlight_limit = self.config.cry_highlight_limit end, } local conveyor = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Conveyor", key = "conveyor", order = 7, pos = { x = 1, y = 1 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_conveyor = true end, } local CCD = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-CCD", key = "CCD", order = 5, config = { cry_ccd = true }, pos = { x = 0, y = 0 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_ccd = true end, } local wormhole = { object_type = "Back", dependencies = { items = { "set_cry_deck", "set_cry_exotic", }, }, name = "cry-Wormhole", key = "wormhole", order = 6, config = { cry_negative_rate = 20, joker_slot = -2 }, pos = { x = 3, y = 4 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_negative_rate = self.config.cry_negative_rate G.E_MANAGER:add_event(Event({ func = function() if G.jokers then local card = create_card("Joker", G.jokers, nil, "cry_exotic", nil, nil, nil, "cry_wormhole") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true end end, })) end, init = function(self) SMODS.Edition:take_ownership("negative", { get_weight = function(self) return self.weight * (G.GAME.modifiers.cry_negative_rate or 1) end, }, true) end, } local redeemed = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Redeemed", key = "redeemed", order = 8, pos = { x = 4, y = 4 }, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_redeemed = true end, init = function(self) local cr = Card.redeem function Card:redeem() cr(self) if G.GAME.modifiers.cry_redeemed then if #G.play.cards == 0 and (not G.redeemed_vouchers_during_hand or #G.redeemed_vouchers_during_hand.cards == 0) then G.cry_redeemed_buffer = {} end for k, v in pairs(G.P_CENTER_POOLS["Voucher"]) do if v.requires and not G.GAME.used_vouchers[v] then for _, vv in pairs(v.requires) do if vv == self.config.center.key then --redeem extra voucher code based on Betmma's Vouchers local area if G.STATE == G.STATES.HAND_PLAYED then if not G.redeemed_vouchers_during_hand then G.redeemed_vouchers_during_hand = CardArea( G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 } ) end area = G.redeemed_vouchers_during_hand else area = G.play end if not G.cry_redeemed_buffer then G.cry_redeemed_buffer = {} end if not G.cry_redeemed_buffer[v.key] and v.unlocked then local card = create_card("Voucher", area, nil, nil, nil, nil, v.key) G.cry_redeemed_buffer[v.key] = true card:start_materialize() area:emplace(card) card.cost = 0 card.shop_voucher = false local current_round_voucher = G.GAME.current_round.voucher card:redeem() G.GAME.current_round.voucher = current_round_voucher G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0, func = function() card:start_dissolve() return true end, })) end end end end end end end end, } local legendary = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Legendary", key = "legendary", config = { cry_legendary = true, cry_legendary_rate = 0.2 }, pos = { x = 0, y = 6 }, atlas = "atlasdeck", order = 15, calculate = function(self, back, context) if context.context == "eval" and Cryptid.safe_get(G.GAME, "last_blind", "boss") then if G.jokers then if #G.jokers.cards < G.jokers.config.card_limit then local legendary_poll = pseudorandom(pseudoseed("cry_legendary")) legendary_poll = legendary_poll / (G.GAME.probabilities.normal or 1) if legendary_poll < self.config.cry_legendary_rate then local card = create_card("Joker", G.jokers, true, 4, nil, nil, nil, "") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true else card_eval_status_text( G.jokers, "jokers", nil, nil, nil, { message = localize("k_nope_ex"), colour = G.C.RARITY[4] } ) end else card_eval_status_text( G.jokers, "jokers", nil, nil, nil, { message = localize("k_no_room_ex"), colour = G.C.RARITY[4] } ) end end end end, apply = function(self) G.E_MANAGER:add_event(Event({ func = function() if G.jokers then local card = create_card("Joker", G.jokers, true, 4, nil, nil, nil, "") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true end end, })) end, } local critical = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Critical", key = "critical", order = 10, config = { cry_crit_rate = 0.25, cry_crit_miss_rate = 0.125 }, pos = { x = 4, y = 5 }, atlas = "atlasdeck", loc_vars = function(self, info_queue, center) return { vars = { G.GAME.probabilities.normal or 1 } } end, calculate = function(self, card, context) if context.final_scoring_step then local check local crit_poll = pseudorandom(pseudoseed("cry_critical")) crit_poll = crit_poll / (G.GAME.probabilities.normal or 1) if crit_poll < self.config.cry_crit_rate then check = 2 G.E_MANAGER:add_event(Event({ func = function() play_sound("talisman_emult", 1) attention_text({ scale = 1.4, text = localize("cry_critical_hit_ex"), hold = 2, align = "cm", offset = { x = 0, y = -2.7 }, major = G.play, }) return true end, })) elseif crit_poll < self.config.cry_crit_rate + self.config.cry_crit_miss_rate then check = 0.5 G.E_MANAGER:add_event(Event({ func = function() play_sound("timpani", 1) attention_text({ scale = 1.4, text = localize("cry_critical_miss_ex"), hold = 2, align = "cm", offset = { x = 0, y = -2.7 }, major = G.play, }) return true end, })) end delay(0.6) if check then return { Emult_mod = check, colour = G.C.DARK_EDITION, } end end end, } local glowing = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Glowing", key = "glowing", -- is this config even used for anything config = { cry_glowing = true }, pos = { x = 4, y = 2 }, order = 9, loc_vars = function(self, info_queue, center) return { vars = { " " } } end, atlas = "glowing", calculate = function(self, back, context) if context.context == "eval" and Cryptid.safe_get(G.GAME, "last_blind", "boss") then for i = 1, #G.jokers.cards do if not Card.no(G.jokers.cards[i], "immutable", true) then Cryptid.with_deck_effects(G.jokers.cards[i], function(card) Cryptid.misprintize(card, { min = 1.25, max = 1.25 }, nil, true) end) end end end end, } local beta = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Beta", key = "beta", config = { cry_beta = true }, pos = { x = 5, y = 5 }, order = 13, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_beta = true end, } local bountiful = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Bountiful", key = "bountiful", config = { cry_forced_draw_amount = 5 }, pos = { x = 2, y = 6 }, order = 14, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_forced_draw_amount = self.config.cry_forced_draw_amount end, } local beige = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Beige", key = "beige", pos = { x = 1, y = 6 }, order = 15, atlas = "atlasdeck", apply = function(self) G.GAME.modifiers.cry_common_value_quad = true end, } local blank = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, name = "cry-Blank", key = "blank", order = 75, pos = { x = 1, y = 0 }, atlas = "atlasdeck", } local antimatter = { object_type = "Back", dependencies = { items = { "set_cry_deck", }, }, loc_vars = function(self, info_queue, center) return { key = Cryptid.gameset_loc(self, { mainline = "balanced", modest = "balanced" }) } end, name = "cry-Antimatter", order = 76, key = "antimatter", config = { cry_antimatter = true, cry_crit_rate = 0.25, --Critical Deck cry_legendary_rate = 0.2, --Legendary Deck -- Enhanced Decks cry_force_enhancement = "random", cry_force_edition = "random", cry_force_seal = "random", cry_forced_draw_amount = 5, }, pos = { x = 2, y = 0 }, calculate = function(self, back, context) if context.context ~= "final_scoring_step" then Cryptid.antimatter_trigger(self, context) else return Cryptid.antimatter_trigger_final_scoring(self, context) end end, apply = function(self) Cryptid.antimatter_apply() end, atlas = "atlasdeck", init = function(self) function Cryptid.antimatter_apply() local bluecheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_blue", "wins", 8) local yellowcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_yellow", "wins", 8) local abandonedcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_abandoned", "wins", 8) local ghostcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_ghost", "wins", 8) local redcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_red", "wins", 8) local checkeredcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_checkered", "wins", 8) local erraticcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_erratic", "wins", 8) local blackcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_black", "wins", 8) local paintedcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_painted", "wins", 8) local greencheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_green", "wins", 8) local spookycheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_spooky", "wins", 8) local equilibriumcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_equilibrium", "wins", 8) local misprintcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_misprint", "wins", 8) local infinitecheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_infinite", "wins", 8) local wormholecheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_wormhole", "wins", 8) local redeemedcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_redeemed", "wins", 8) local legendarycheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_legendary", "wins", 8) local encodedcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_encoded", "wins", 8) local world = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_world_deck", "wins", 8) local sun = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_sun_deck", "wins", 8) local star = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_star_deck", "wins", 8) local moon = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_moon_deck", "wins", 8) if Cryptid.gameset(G.P_CENTERS.b_cry_antimatter) == "madness" then bluecheck = 1 yellowcheck = 1 abandonedcheck = 1 ghostcheck = 1 redcheck = 1 checkeredcheck = 1 erraticcheck = 1 blackcheck = 1 paintedcheck = 1 greencheck = 1 spookycheck = 1 equilibriumcheck = 1 misprintcheck = 1 infinitecheck = 1 wormholecheck = 1 redeemedcheck = 1 legendarycheck = 1 encodedcheck = 1 world = 1 sun = 1 star = 1 moon = 1 end --Blue Deck if (bluecheck or 0) ~= 0 then G.GAME.starting_params.hands = G.GAME.starting_params.hands + 1 end --All Consumables (see Cryptid.get_antimatter_consumables) local querty = Cryptid.get_antimatter_consumables() if #querty > 0 then delay(0.4) G.E_MANAGER:add_event(Event({ func = function() for k, v in ipairs(querty) do if G.P_CENTERS[v] then local card = create_card("Tarot", G.consumeables, nil, nil, nil, nil, v, "deck") card:add_to_deck() G.consumeables:emplace(card) end end return true end, })) end --Yellow Deck if (yellowcheck or 0) ~= 0 then G.GAME.starting_params.dollars = G.GAME.starting_params.dollars + 10 end --Abandoned Deck if (abandonedcheck or 0) ~= 0 then G.GAME.starting_params.no_faces = true end --Ghost Deck if (ghostcheck or 0) ~= 0 then G.GAME.spectral_rate = 2 end -- Red Deck if (redcheck or 0) ~= 0 then G.GAME.starting_params.discards = G.GAME.starting_params.discards + 1 end -- All Decks with Vouchers (see Cryptid.get_antimatter_vouchers) local vouchers = Cryptid.get_antimatter_vouchers() if #vouchers > 0 then for k, v in pairs(vouchers) do if G.P_CENTERS[v] then G.GAME.used_vouchers[v] = true G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1 G.E_MANAGER:add_event(Event({ func = function() Card.apply_to_run(nil, G.P_CENTERS[v]) return true end, })) end end end -- Checkered Deck if (checkeredcheck or 0) ~= 0 then G.E_MANAGER:add_event(Event({ func = function() for k, v in pairs(G.playing_cards) do if v.base.suit == "Clubs" then v:change_suit("Spades") end if v.base.suit == "Diamonds" then v:change_suit("Hearts") end end return true end, })) end -- Erratic Deck if (erraticcheck or 0) ~= 0 then G.GAME.starting_params.erratic_suits_and_ranks = true end -- Black Deck if (blackcheck or 0) ~= 0 then G.GAME.starting_params.joker_slots = G.GAME.starting_params.joker_slots + 1 end -- Painted Deck if (paintedcheck or 0) ~= 0 then G.GAME.starting_params.hand_size = G.GAME.starting_params.hand_size + 2 end -- Green Deck if (greencheck or 0) ~= 0 then G.GAME.modifiers.money_per_hand = (G.GAME.modifiers.money_per_hand or 1) + 1 G.GAME.modifiers.money_per_discard = (G.GAME.modifiers.money_per_discard or 0) + 1 end -- Spooky Deck if (spookycheck or 0) ~= 0 then G.GAME.modifiers.cry_spooky = true G.GAME.modifiers.cry_curse_rate = 0 --[[ G.E_MANAGER:add_event(Event({ func = function() if G.jokers then local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_chocolate_dice") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true end end, })) ]] -- end -- Deck of Equilibrium if (equilibriumcheck or 0) ~= 0 then G.GAME.modifiers.cry_equilibrium = true end -- Misprint Deck if (misprintcheck or 0) ~= 0 then G.GAME.modifiers.cry_misprint_min = 1 G.GAME.modifiers.cry_misprint_max = 10 end -- Infinite Deck if (infinitecheck or 0) ~= 0 then G.GAME.modifiers.cry_highlight_limit = 1e20 G.GAME.starting_params.hand_size = G.GAME.starting_params.hand_size + 1 end -- Wormhole deck if (wormholecheck or 0) ~= 0 then G.GAME.modifiers.cry_negative_rate = 20 if Cryptid.enabled("set_cry_exotic") == true then G.E_MANAGER:add_event(Event({ func = function() if G.jokers then local card = create_card("Joker", G.jokers, nil, "cry_exotic", nil, nil, nil, "cry_wormhole") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true end end, })) end end -- Redeemed deck if (redeemedcheck or 0) ~= 0 then G.GAME.modifiers.cry_redeemed = true end -- Deck of the Moon, Deck of the Sun, Deck of the Stars, Deck of the World if (world or 0) ~= 0 then G.GAME.bosses_used["bl_goad"] = 1e308 end if (star or 0) ~= 0 then G.GAME.bosses_used["bl_window"] = 1e308 end if (sun or 0) ~= 0 then G.GAME.bosses_used["bl_head"] = 1e308 end if (moon or 0) ~= 0 then G.GAME.bosses_used["bl_club"] = 1e308 end --Legendary Deck if (legendarycheck or 0) ~= 0 then G.E_MANAGER:add_event(Event({ func = function() if G.jokers then local card = create_card("Joker", G.jokers, true, 4, nil, nil, nil, "") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true end end, })) end --Encoded Deck if (encodedcheck or 0) ~= 0 then G.E_MANAGER:add_event(Event({ func = function() if G.jokers then if G.P_CENTERS["j_cry_CodeJoker"] and (G.GAME.banned_keys and not G.GAME.banned_keys["j_cry_CodeJoker"]) then local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_CodeJoker") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) end if G.P_CENTERS["j_cry_copypaste"] and (G.GAME.banned_keys and not G.GAME.banned_keys["j_cry_copypaste"]) then local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_copypaste") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) end return true end end, })) end end function Cryptid.antimatter_trigger_final_scoring(self, context) local critcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_critical", "wins", 8) local plasmacheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_plasma", "wins", 8) if Cryptid.gameset(G.P_CENTERS.b_cry_antimatter) == "madness" then critcheck = 1 plasmacheck = 1 end if context.context == "final_scoring_step" then local crit_poll = pseudorandom(pseudoseed("cry_critical")) crit_poll = crit_poll / (G.GAME.probabilities.normal or 1) --Critical Deck if (critcheck or 0) ~= 0 then if crit_poll < self.config.cry_crit_rate then context.mult = context.mult ^ 2 update_hand_text({ delay = 0 }, { mult = context.mult, chips = context.chips }) G.E_MANAGER:add_event(Event({ func = function() play_sound("talisman_emult", 1) attention_text({ scale = 1.4, text = localize("cry_critical_hit_ex"), hold = 4, align = "cm", offset = { x = 0, y = -1.7 }, major = G.play, }) return true end, })) delay(0.6) end end --Plasma Deck local tot = context.chips + context.mult if (plasmacheck or 0) ~= 0 then context.chips = math.floor(tot / 2) context.mult = math.floor(tot / 2) update_hand_text({ delay = 0 }, { mult = context.mult, chips = context.chips }) G.E_MANAGER:add_event(Event({ func = function() local text = localize("k_balanced") play_sound("gong", 0.94, 0.3) play_sound("gong", 0.94 * 1.5, 0.2) play_sound("tarot1", 1.5) ease_colour(G.C.UI_CHIPS, { 0.8, 0.45, 0.85, 1 }) ease_colour(G.C.UI_MULT, { 0.8, 0.45, 0.85, 1 }) attention_text({ scale = 1.4, text = text, hold = 2, align = "cm", offset = { x = 0, y = -2.7 }, major = G.play, }) G.E_MANAGER:add_event(Event({ trigger = "after", blockable = false, blocking = false, delay = 4.3, func = function() ease_colour(G.C.UI_CHIPS, G.C.BLUE, 2) ease_colour(G.C.UI_MULT, G.C.RED, 2) return true end, })) G.E_MANAGER:add_event(Event({ trigger = "after", blockable = false, blocking = false, no_delete = true, delay = 6.3, func = function() G.C.UI_CHIPS[1], G.C.UI_CHIPS[2], G.C.UI_CHIPS[3], G.C.UI_CHIPS[4] = G.C.BLUE[1], G.C.BLUE[2], G.C.BLUE[3], G.C.BLUE[4] G.C.UI_MULT[1], G.C.UI_MULT[2], G.C.UI_MULT[3], G.C.UI_MULT[4] = G.C.RED[1], G.C.RED[2], G.C.RED[3], G.C.RED[4] return true end, })) return true end, })) delay(0.6) end return context.chips, context.mult end end function Cryptid.antimatter_trigger(self, context) local glowingcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_glowing", "wins", 8) local legendarycheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_legendary", "wins", 8) local anaglyphcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_anaglyph", "wins", 8) if Cryptid.gameset(G.P_CENTERS.b_cry_antimatter) == "madness" then glowingcheck = 1 legendarycheck = 1 anaglyphcheck = 1 end if context.context == "eval" and Cryptid.safe_get(G.GAME, "last_blind", "boss") then --Glowing Deck if (glowingcheck or 0) ~= 0 then for i = 1, #G.jokers.cards do Cryptid.with_deck_effects(G.jokers.cards[i], function(card) Cryptid.misprintize(card, { min = 1.25, max = 1.25 }, nil, true) end) end end --Legendary Deck if G.jokers and (legendarycheck or 0) ~= 0 then if #G.jokers.cards < G.jokers.config.card_limit then local legendary_poll = pseudorandom(pseudoseed("cry_legendary")) legendary_poll = legendary_poll / (G.GAME.probabilities.normal or 1) if legendary_poll < self.config.cry_legendary_rate then local card = create_card("Joker", G.jokers, true, 4, nil, nil, nil, "") card:add_to_deck() card:start_materialize() G.jokers:emplace(card) return true else card_eval_status_text( G.jokers, "jokers", nil, nil, nil, { message = localize("k_nope_ex"), colour = G.C.RARITY[4] } ) end else card_eval_status_text( G.jokers, "jokers", nil, nil, nil, { message = localize("k_no_room_ex"), colour = G.C.RARITY[4] } ) end end --Anaglyph Deck if (anaglyphcheck or 0) ~= 0 then G.E_MANAGER:add_event(Event({ func = function() add_tag(Tag("tag_double")) play_sound("generic1", 0.9 + math.random() * 0.1, 0.8) play_sound("holo1", 1.2 + math.random() * 0.1, 0.4) return true end, })) end end end function Cryptid.get_antimatter_vouchers(voucher_table) -- Create a table or use one that is passed into the function if not voucher_table or type(voucher_table) ~= "table" then voucher_table = {} end local skip = (Cryptid.gameset(G.P_CENTERS.b_cry_antimatter) == "madness") -- Add Vouchers into the table by key local function already_exists(t, voucher) for _, v in ipairs(t) do if v == voucher then --print("sus") return true end end return false end local function Add_voucher_to_the_table(t, voucher) if not already_exists(t, voucher) then table.insert(t, voucher) end end local nebulacheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_nebula", "wins", 8) local magiccheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_magic", "wins", 8) local zodiaccheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_zodiac", "wins", 8) local equilibriumcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_cry_equilibrium", "wins", 8) --Nebula Deck if (nebulacheck or 0) ~= 0 or skip then Add_voucher_to_the_table(voucher_table, "v_telescope") end -- Magic Deck if (magiccheck or 0) ~= 0 or skip then Add_voucher_to_the_table(voucher_table, "v_crystal_ball") end -- Zodiac Deck if (zodiaccheck or 0) ~= 0 or skip then Add_voucher_to_the_table(voucher_table, "v_tarot_merchant") Add_voucher_to_the_table(voucher_table, "v_planet_merchant") Add_voucher_to_the_table(voucher_table, "v_overstock_norm") end -- Deck Of Equilibrium if (equilibriumcheck or 0) ~= 0 or skip then Add_voucher_to_the_table(voucher_table, "v_overstock_norm") Add_voucher_to_the_table(voucher_table, "v_overstock_plus") end return voucher_table end --Does this even need to be a function idk function Cryptid.get_antimatter_consumables(consumable_table) local skip = (Cryptid.gameset(G.P_CENTERS.b_cry_antimatter) == "madness") if not consumable_table or type(consumable_table) ~= "table" then consumable_table = {} end -- Add Consumables into the table by key local magiccheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_magic", "wins", 8) local ghostcheck = Cryptid.safe_get(G.PROFILES, G.SETTINGS.profile, "deck_usage", "b_ghost", "wins", 8) if (magiccheck or 0) ~= 0 or skip then table.insert(consumable_table, "c_fool") table.insert(consumable_table, "c_fool") end if (ghostcheck or 0) ~= 0 or skip then table.insert(consumable_table, "c_hex") end return consumable_table end end, } return { name = "Misc. Decks", items = { very_fair, equilibrium, misprint, infinite, conveyor, CCD, wormhole, redeemed, legendary, critical, glowing, beta, bountiful, beige, blank, antimatter, e_deck, et_deck, sk_deck, st_deck, sl_deck, }, }