local test = { object_type = "Joker", key = "test", discovered = true, gameset_config = { modest = { extra = { chips = 1 }, center = { rarity = 1, blueprint_compat = false, immutable = true, no_dbl = false }, }, mainline = { center = { rarity = 2, blueprint_compat = true, immutable = true, no_dbl = true } }, madness = { extra = { chips = 100 }, center = { rarity = 3 } }, cryptid_in_2025 = { extra = { chips = 1e308 }, center = { rarity = "cry_exotic" } }, }, extra_gamesets = { "cryptid_in_2025" }, dependencies = { items = { "j_cry_happy", "set_cry_m", }, }, config = { extra = { chips = 10 } }, pos = { x = 1, y = 0 }, rarity = 2, order = 11, cost = 1, blueprint_compat = true, atlas = "atlasone", loc_vars = function(self, info_queue, center) local gameset = Card.get_gameset(center) if gameset == "disabled" then gameset = "mainline" end --still show description return { vars = { center.ability.extra.chips }, key = "j_cry_test_" .. gameset, } end, calculate = function(self, card, context) local gameset = Card.get_gameset(card) if context.cardarea == G.jokers and not context.before and not context.after then return { message = localize({ type = "variable", key = "a_chips", vars = { card.ability.extra.chips } }), chip_mod = card.ability.extra.chips, } elseif context.first_hand_drawn and gameset ~= "modest" then ease_dollars(gameset ~= "mainline" and 44444 or 44) end end, cry_credits = { idea = { "m", }, art = { "m", }, code = { "Jevonn", }, }, } local test2 = { object_type = "Joker", name = "ABC", key = "abc", loc_txt = { name = "ABC", text = {}, }, pos = { x = 0, y = 0 }, cost = 1, rarity = 1, unlocked = true, discovered = false, blueprint_compat = true, eternal_compat = true, perishable_compat = true, calculate = function(self, card, context) if context.retrigger_joker_check and not context.retrigger_joker then if card.T.x + card.T.w / 2 > context.other_card.T.x + context.other_card.T.w / 2 then return { message = localize("k_again_ex"), repetitions = 1, card = card, } end elseif context.other_joker and card ~= context.other_joker then if card.T.x + card.T.w / 2 < context.other_joker.T.x + context.other_joker.T.w / 2 then if not Talisman.config_file.disable_anims then G.E_MANAGER:add_event(Event({ func = function() context.other_joker:juice_up(0.5, 0.5) return true end, })) end return { message = localize({ type = "variable", key = "a_xmult", vars = { 3 } }), Xmult_mod = 3, } end end end, } local test3 = { object_type = "Joker", name = "cry-test3", key = "test3", pos = { x = 2, y = 1 }, rarity = 1, cost = 2, discovered = true, atlas = "atlastwo", loc_txt = { name = "Loc var man B)", text = { "{C:attention}#1#", "{C:green}#2#", "{C:inactive}#3##4##5#", }, }, loc_vars = function(self, info_queue, card) local a, b, c, d, e = Cryptid.enhanced_deck_info() return { vars = { a, b, c, d, e } } end, cry_credits = { idea = { "Jevonn", }, art = { "Jevonn", }, code = { "Jevonn", }, }, } local test4 = { object_type = "Joker", name = "skfjadfjk;ldsjfkerjiopghtwueihvefjhgrwjh", key = "weuqyreuiyroiusdafgdbflhfiuowyqoiwufhjklfhioqhfh8393824774893fhjdhfkj", pos = { x = 0, y = 0 }, rarity = 1, cost = 404, atlas = "atlasone", config = { extra = { center = nil } }, loc_txt = { name = "Allmighty Center Checker", text = { "{C:attention}#1#", "{C:green}#2#", "{C:inactive}1st joker slot btw", }, }, loc_vars = function(self, info_queue, card) return { vars = { (card.ability.blueprint_compat ~= nil and card.ability.blueprint_compat or "uh oh"), card.ability.extra.center, }, } end, update = function(self, card, front) if G.STAGE == G.STAGES.RUN then G.GAME.round_resets.discards = G.GAME.round_resets.discards + 1 other_joker = G.jokers.cards[1] if other_joker then if G.GAME.current_round.discards_used % 3 == 0 then card.ability.extra.center = "blueprint_compat" if other_joker and other_joker ~= card and other_joker.config.center.blueprint_compat then card.ability.blueprint_compat = "yes" else card.ability.blueprint_compat = "nah" end elseif G.GAME.current_round.discards_used % 3 == 1 then card.ability.extra.center = "immutable" if other_joker and other_joker ~= card and (Card.no(other_joker, "immutable", true)) then card.ability.blueprint_compat = "yes" else card.ability.blueprint_compat = "nah" end else card.ability.extra.center = "no_dbl" if other_joker and other_joker ~= card and (Card.no(other_joker, "no_dbl", true)) then card.ability.blueprint_compat = "yes" else card.ability.blueprint_compat = "nah" end end end end end, } return { items = { test, test2, test3, test4 }, disabled = true }