[manifest] version = "1.0.0" dump_lua = true priority = 0 # gonna use a separate file for this because it'll be a lot # golden text [[patches]] [patches.pattern] target = "functions/UI_definitions.lua" pattern = ''' {n=G.UIT.O, config={id = 'hand_name', func = 'hand_text_UI_set',object = DynaText({string = {{ref_table = G.GAME.current_round.current_hand, ref_value = "handname_text"}}, colours = {G.C.UI.TEXT_LIGHT}, shadow = true, float = true, scale = scale*1.4})}}, ''' position = "after" payload = ''' {n=G.UIT.O, config={id = 'cry_asc', func = 'cry_asc_UI_set',object = DynaText({string = {{ref_table = G.GAME.current_round.current_hand, ref_value = "cry_asc_num_text"}}, colours = {G.C.GOLD}, shadow = true, float = true, scale = scale*1})}}, ''' match_indent = true # state events moment [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = ''' delay = G.GAME.current_round.current_hand.handname ~= disp_text and 0.4 or 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = G.GAME.hands[text].mult, chips = G.GAME.hands[text].chips}) ''' position = "at" payload = ''' delay = G.GAME.current_round.current_hand.handname ~= disp_text and 0.4 or 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = cry_ascend(G.GAME.hands[text].mult), chips = cry_ascend(G.GAME.hands[text].chips)}) ''' match_indent = true # increment [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = ''' G.GAME.hands[text].played_this_round = G.GAME.hands[text].played_this_round + 1 ''' position = "before" payload = ''' if G.GAME.current_round.current_hand.cry_asc_num > 0 then G.GAME.cry_asc_played = G.GAME.cry_asc_played and G.GAME.cry_asc_played+1 or 1 end ''' match_indent = true # even worse [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = ''' mult = mod_mult(G.GAME.hands[text].mult) ''' position = "at" payload = ''' mult = mod_mult(cry_ascend(G.GAME.hands[text].mult)) ''' match_indent = true # again [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = ''' hand_chips = mod_chips(G.GAME.hands[text].chips) ''' position = "at" payload = ''' hand_chips = mod_chips(cry_ascend(G.GAME.hands[text].chips)) ''' match_indent = true # b [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = ''' update_hand_text({delay = 0}, {chips = G.GAME.hands[hand].chips, StatusText = true}) ''' position = "at" payload = ''' update_hand_text({delay = 0}, {chips = cry_ascend(G.GAME.hands[hand].chips), StatusText = true}) ''' match_indent = true # same old [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = ''' update_hand_text({delay = 0}, {mult = G.GAME.hands[hand].mult, StatusText = true}) ''' position = "at" payload = ''' update_hand_text({delay = 0}, {mult = cry_ascend(G.GAME.hands[hand].mult), StatusText = true}) ''' match_indent = true # the removal (this is slightly invasive, should switch to regex) [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = ''' check_and_set_high_score('hand', hand_chips*mult) ''' position = "before" payload = ''' G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() G.GAME.current_round.current_hand.cry_asc_num = 0;G.GAME.current_round.current_hand.cry_asc_num_text = '';return true end) })) ''' match_indent = true # the rare cardarea inject [[patches]] [patches.pattern] target = "cardarea.lua" pattern = ''' update_hand_text({immediate = true, nopulse = nil, delay = 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = G.GAME.hands[text].mult, chips = G.GAME.hands[text].chips}) ''' position = "at" payload = ''' update_hand_text({immediate = true, nopulse = nil, delay = 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = cry_ascend(G.GAME.hands[text].mult), chips = cry_ascend(G.GAME.hands[text].chips)}) ''' match_indent = true # hyperspace splasher [[patches]] [patches.pattern] target = "state_events.lua" pattern = ''' if next(find_joker('Splash')) then ''' position = "at" payload = ''' if next(find_joker('Splash')) or G.GAME.used_vouchers.v_cry_hyperspacetether then ''' match_indent = true # initialise variables [[patches]] [patches.pattern] target = "game.lua" pattern = ''' chip_total_text = '', ''' position = "after" payload = ''' cry_asc_num = 0, cry_asc_num_text = '', ''' match_indent = true # i hope this is worth it [[patches]] [patches.pattern] target = "functions/misc_functions.lua" pattern = ''' G.ARGS.score_intensity.required_score = G.GAME.blind and G.GAME.blind.chips or 0 ''' position = "after" payload = ''' if G.cry_flame_override and G.cry_flame_override['duration'] > 0 then G.cry_flame_override['duration'] = math.max(0, G.cry_flame_override['duration'] - dt) end ''' match_indent = true # overwrite the value for better pulsing [[patches]] [patches.pattern] target = "functions/button_callbacks.lua" pattern = ''' _F.real_intensity = math.max(0, _F.real_intensity + _F.intensity_vel) ''' position = "after" payload = ''' _F.real_intensity = (G.cry_flame_override and G.cry_flame_override['duration'] > 0) and ((_F.real_intensity + G.cry_flame_override['intensity'])/2) or _F.real_intensity ''' match_indent = true # again (this is messy, don't really know how these lines even work) [[patches]] [patches.pattern] target = "functions/button_callbacks.lua" pattern = ''' _F.change = (_F.change or 0)*(1 - 4.*G.real_dt) + ( 4.*G.real_dt)*(_F.real_intensity < _F.intensity - 0.0 and 1 or 0)*_F.real_intensity ''' position = "after" payload = ''' _F.change = (G.cry_flame_override and G.cry_flame_override['duration'] > 0) and ((_F.change + G.cry_flame_override['intensity'])/2) or _F.change ''' match_indent = true