--note to self: refer to https://docs.google.com/document/d/1LNaIouU3vrtWIuPBdFCqLyjYAjVtq7t64xjHnckEY50/edit for order of remaining consumables local code = { --[[ I'm assuming this won't work so it's commented out for now - Jevonn dependencies = { items = { "set_cry_code", }, }, ]] -- object_type = "ConsumableType", key = "Code", primary_colour = HEX("14b341"), secondary_colour = HEX("12f254"), collection_rows = { 4, 4 }, -- 4 pages for all code cards shop_rate = 0.0, loc_txt = {}, default = (SMODS.Mods["jen"] or {}).can_load and "c_cry_oboe" or "c_cry_crash", can_stack = true, can_divide = true, } local pack1 = { dependencies = { items = { "set_cry_code", }, }, object_type = "Booster", key = "code_normal_1", kind = "Code", atlas = "pack", pos = { x = 0, y = 0 }, config = { extra = 2, choose = 1 }, cost = 4, order = 1, weight = 0.96, create_card = function(self, card) return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program") end, ease_background_colour = function(self) ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code) ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 }) end, loc_vars = function(self, info_queue, card) return { vars = { card and card.ability.choose or self.config.choose, card and card.ability.extra or self.config.extra, }, } end, group_key = "k_cry_program_pack", } local pack2 = { dependencies = { items = { "set_cry_code", }, }, object_type = "Booster", key = "code_normal_2", kind = "Code", atlas = "pack", pos = { x = 1, y = 0 }, config = { extra = 2, choose = 1 }, cost = 4, order = 2, weight = 0.96, create_card = function(self, card) return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program") end, ease_background_colour = function(self) ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code) ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 }) end, loc_vars = function(self, info_queue, card) return { vars = { card and card.ability.choose or self.config.choose, card and card.ability.extra or self.config.extra, }, } end, group_key = "k_cry_program_pack", } local packJ = { dependencies = { items = { "set_cry_code", }, }, object_type = "Booster", key = "code_jumbo_1", kind = "Code", atlas = "pack", pos = { x = 2, y = 0 }, config = { extra = 4, choose = 1 }, cost = 6, order = 3, weight = 0.48, create_card = function(self, card) return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program") end, ease_background_colour = function(self) ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code) ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 }) end, loc_vars = function(self, info_queue, card) return { vars = { card and card.ability.choose or self.config.choose, card and card.ability.extra or self.config.extra, }, } end, group_key = "k_cry_program_pack", } local packM = { dependencies = { items = { "set_cry_code", }, }, object_type = "Booster", key = "code_mega_1", kind = "Code", atlas = "pack", pos = { x = 3, y = 0 }, config = { extra = 4, choose = 2 }, cost = 8, order = 4, weight = 0.12, create_card = function(self, card) return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program") end, ease_background_colour = function(self) ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code) ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 }) end, loc_vars = function(self, info_queue, card) return { vars = { card and card.ability.choose or self.config.choose, card and card.ability.extra or self.config.extra, }, } end, group_key = "k_cry_program_pack", } local console = { dependencies = { items = { "p_cry_code_normal_1", }, }, object_type = "Tag", atlas = "tag_cry", name = "cry-Console Tag", order = 26, pos = { x = 3, y = 2 }, config = { type = "new_blind_choice" }, key = "console", min_ante = 2, loc_vars = function(self, info_queue) info_queue[#info_queue + 1] = { set = "Other", key = "p_cry_code_normal_1", specific_vars = { 1, 2 } } return { vars = {} } end, apply = function(self, tag, context) if context.type == "new_blind_choice" then tag:yep("+", G.C.SECONDARY_SET.Code, function() local key = "p_cry_code_normal_1" local card = Card( G.play.T.x + G.play.T.w / 2 - G.CARD_W * 1.27 / 2, G.play.T.y + G.play.T.h / 2 - G.CARD_H * 1.27 / 2, G.CARD_W * 1.27, G.CARD_H * 1.27, G.P_CARDS.empty, G.P_CENTERS[key], { bypass_discovery_center = true, bypass_discovery_ui = true } ) card.cost = 0 card.from_tag = true G.FUNCS.use_card({ config = { ref_table = card } }) if G.GAME.modifiers.cry_force_edition and not G.GAME.modifiers.cry_force_random_edition then card:set_edition(nil, true, true) elseif G.GAME.modifiers.cry_force_random_edition then local edition = cry_poll_random_edition() card:set_edition(edition, true, true) end card:start_materialize() return true end) tag.triggered = true return true end end, } local crash = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Crash", key = "crash", pos = { x = 0, y = 0 }, config = {}, cost = 4, atlas = "code", order = 1, can_use = function(self, card) return true end, use = function(self, card, area, copier) if not G.PROFILES[G.SETTINGS.profile].consumeable_usage["c_cry_crash"] then set_consumeable_usage(card) end -- I'm being VERY safe here, game gets really weird and sometimes does and doesn't save ://CRASH use G:save_settings() G:save_progress() local f = pseudorandom_element(crashes, pseudoseed("cry_crash")) f(self, card, area, copier) end, init = function(self) function create_UIBox_crash(card) G.E_MANAGER:add_event(Event({ blockable = false, func = function() G.REFRESH_ALERTS = true return true end, })) local t = create_UIBox_generic_options({ no_back = true, colour = HEX("04200c"), outline_colour = G.C.SECONDARY_SET.Code, contents = { { n = G.UIT.R, nodes = { create_text_input({ colour = G.C.SET.Code, hooked_colour = darken(copy_table(G.C.SET.Code), 0.3), w = 4.5, h = 1, max_length = 2500, extended_corpus = true, prompt_text = "???", ref_table = G, ref_value = "ENTERED_ACE", keyboard_offset = 1, }), }, }, { n = G.UIT.R, config = { align = "cm" }, nodes = { UIBox_button({ colour = G.C.SET.Code, button = "ca", label = { localize("cry_code_execute") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, }, }) return t end G.FUNCS.ca = function() G.GAME.USING_CODE = false loadstring(G.ENTERED_ACE)() --Scary! glitched_intensity = 0 G.SETTINGS.GRAPHICS.crt = 0 check_for_unlock({ type = "ach_cry_used_crash" }) G.CHOOSE_ACE:remove() G.ENTERED_ACE = nil end crashes = { function() G:save_settings() G:save_progress() --instantly quit the game, no error log function love.errorhandler() end print(crash.crash.crash) end, function() G:save_settings() G:save_progress() --removes draw loop, you're frozen and can still weirdly interact with the game a bit function love.draw() end end, function() G:save_settings() G:save_progress() --by WilsonTheWolf and MathIsFun_, funky error screen with random funny message messages = { "Oops.", "Your cards have been TOASTED, extra crispy for your pleasure.", "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA", "What we have here is a certified whoopsidaisy", "Why don't you buy more jonkers? Are you stupid?", "lmao", "How about a game of YOU MUST DIE?", "Sorry, I was in the bathroom. What'd I mi'Where'd... Where is everyone?", "Peter? What are you doing? Cards. WHAT THE FUCK?", "what if it was called freaklatro", "4", "I SAWED THIS GAME IN HALF!", "is this rush hour 4", "You missed a semicolon on line 19742, you buffoon", "you are an idiot", "You do not recognise the cards in the deck.", ":( Your P", "Assertion failed", "Play ULTRAKILL", "Play Nova Drift", "Play Balatro- wait", "what if instead of rush hour it was called kush hour and you just smoked a massive blunt", "death.fell.accident.water", "Balatro's innards were made outards", "i am going to club yrou", "But the biggest joker of them all, it was you all along!", "fission mailed successfully", "table index is nil", "index is nil table", "nil is index table", "nildex is in table", "I AM THE TABLE", "I'm never going back this casino agai-", "what did you think would happen?", "DO THE EARTHQUAKE! [screams]", "fuck you", "Screaming in the casino prank! AAAAAAAAAAAAAAAAAA", "https://www.youtube.com/watch?v=dQw4w9WgXcQ", "You musn't tear or crease it.", "Sure, but the point is to do it without making a hole.", "The end of all things! As was foretold in the prophecy!", "Do it again. It'd be funny", "", ":3", "Looks like a skill issue to me.", "it turns out that card was ligma", "YouJustLostTheCasinoGame", "Nah fuck off", "attempt to call global your_mom (value too large)", "Killed by intentional game design", "attempt to index field 'attempt to call global to_big (too big)' (a nil value)", "what.avi", "The C", "Shoulda kept Chicot", "Maybe next time don't do that?", "[recursion]", "://SHART", "It's converging time.", "This is the last error message.", } function corruptString(str) -- replace each character with a random valid ascii character local newStr = "" local len if type(str) == "string" then len = #str else len = str end for i = 1, len do -- newStr = newStr .. string.char(math.random(33, 122)) local c = math.random(33, 122) newStr = newStr .. string.char(c) if c == 92 then -- backslash newStr = newStr .. string.char(c) end end return newStr end function getDebugInfoForCrash() local info = "Additional Context:\nBalatro Version: " .. VERSION .. "\nModded Version: " .. MODDED_VERSION local major, minor, revision, codename = love.getVersion() info = info .. "\nLove2D Version: " .. corruptString(string.format("%d.%d.%d", major, minor, revision)) local lovely_success, lovely = pcall(require, "lovely") if lovely_success then info = info .. "\nLovely Version: " .. corruptString(lovely.version) end if SMODS.mod_list then info = info .. "\nSteamodded Mods:" local enabled_mods = {} for _, v in ipairs(SMODS.mod_list) do if v.can_load then table.insert(enabled_mods, v) end end for k, v in ipairs(enabled_mods) do info = info .. "\n " .. k .. ": " .. v.name .. " by " .. table.concat(v.author, ", ") .. " [ID: " .. v.id .. (v.priority ~= 0 and (", Priority: " .. v.priority) or "") .. (v.version and v.version ~= "0.0.0" and (", Version: " .. v.version) or "") .. "]" local debugInfo = v.debug_info if debugInfo then if type(debugInfo) == "string" then if #debugInfo ~= 0 then info = info .. "\n " .. debugInfo end elseif type(debugInfo) == "table" then for kk, vv in pairs(debugInfo) do if type(vv) ~= "nil" then vv = tostring(vv) end if #vv ~= 0 then info = info .. "\n " .. kk .. ": " .. vv end end end end end end return info end VERSION = corruptString(VERSION) MODDED_VERSION = corruptString(MODDED_VERSION) if SMODS.mod_list then for i, mod in ipairs(SMODS.mod_list) do mod.can_load = true mod.name = corruptString(mod.name) mod.id = corruptString(mod.id) mod.author = { corruptString(20) } mod.version = corruptString(mod.version) mod.debug_info = corruptString(math.random(5, 100)) end end do local utf8 = require("utf8") local linesize = 100 -- Modifed from https://love2d.org/wiki/love.errorhandler function love.errorhandler(msg) msg = tostring(msg) if not love.window or not love.graphics or not love.event then return end if not love.graphics.isCreated() or not love.window.isOpen() then local success, status = pcall(love.window.setMode, 800, 600) if not success or not status then return end end -- Reset state. if love.mouse then love.mouse.setVisible(true) love.mouse.setGrabbed(false) love.mouse.setRelativeMode(false) if love.mouse.isCursorSupported() then love.mouse.setCursor() end end if love.joystick then -- Stop all joystick vibrations. for i, v in ipairs(love.joystick.getJoysticks()) do v:setVibration() end end if love.audio then love.audio.stop() end love.graphics.reset() local font = love.graphics.setNewFont("resources/fonts/m6x11plus.ttf", 20) local background = { math.random() * 0.3, math.random() * 0.3, math.random() * 0.3 } love.graphics.clear(background) love.graphics.origin() local sanitizedmsg = {} for char in msg:gmatch(utf8.charpattern) do table.insert(sanitizedmsg, char) end sanitizedmsg = table.concat(sanitizedmsg) local err = {} table.insert(err, "Oops! The game crashed:") table.insert(err, sanitizedmsg) if #sanitizedmsg ~= #msg then table.insert(err, "Invalid UTF-8 string in error message.") end local success, msg = pcall(getDebugInfoForCrash) if success and msg then table.insert(err, "\n" .. msg) else table.insert(err, "\n" .. "Failed to get additional context :/") end local p = table.concat(err, "\n") p = p:gsub("\t", "") p = p:gsub('%[string "(.-)"%]', "%1") local scrollOffset = 0 local endHeight = 0 love.keyboard.setKeyRepeat(true) local function scrollDown(amt) if amt == nil then amt = 18 end scrollOffset = scrollOffset + amt if scrollOffset > endHeight then scrollOffset = endHeight end end local function scrollUp(amt) if amt == nil then amt = 18 end scrollOffset = scrollOffset - amt if scrollOffset < 0 then scrollOffset = 0 end end local pos = 70 local arrowSize = 20 local function calcEndHeight() local font = love.graphics.getFont() local rw, lines = font:getWrap(p, love.graphics.getWidth() - pos * 2) local lineHeight = font:getHeight() local atBottom = scrollOffset == endHeight and scrollOffset ~= 0 endHeight = #lines * lineHeight - love.graphics.getHeight() + pos * 2 if endHeight < 0 then endHeight = 0 end if scrollOffset > endHeight or atBottom then scrollOffset = endHeight end end local function draw() if not love.graphics.isActive() then return end love.graphics.clear(background) calcEndHeight() local time = love.timer.getTime() if not G.SETTINGS.reduced_motion then background = { math.random() * 0.3, math.random() * 0.3, math.random() * 0.3 } p = p .. "\n" .. corruptString(math.random(linesize - linesize / 2, linesize + linesize * 2)) linesize = linesize + linesize / 25 end love.graphics.printf(p, pos, pos - scrollOffset, love.graphics.getWidth() - pos * 2) if scrollOffset ~= endHeight then love.graphics.polygon( "fill", love.graphics.getWidth() - (pos / 2), love.graphics.getHeight() - arrowSize, love.graphics.getWidth() - (pos / 2) + arrowSize, love.graphics.getHeight() - (arrowSize * 2), love.graphics.getWidth() - (pos / 2) - arrowSize, love.graphics.getHeight() - (arrowSize * 2) ) end if scrollOffset ~= 0 then love.graphics.polygon( "fill", love.graphics.getWidth() - (pos / 2), arrowSize, love.graphics.getWidth() - (pos / 2) + arrowSize, arrowSize * 2, love.graphics.getWidth() - (pos / 2) - arrowSize, arrowSize * 2 ) end love.graphics.present() end local fullErrorText = p local function copyToClipboard() if not love.system then return end love.system.setClipboardText(fullErrorText) p = p .. "\nCopied to clipboard!" end if G then -- Kill threads (makes restarting possible) if G.SOUND_MANAGER and G.SOUND_MANAGER.channel then G.SOUND_MANAGER.channel:push({ type = "kill", }) end if G.SAVE_MANAGER and G.SAVE_MANAGER.channel then G.SAVE_MANAGER.channel:push({ type = "kill", }) end if G.HTTP_MANAGER and G.HTTP_MANAGER.channel then G.HTTP_MANAGER.channel:push({ type = "kill", }) end end return function() love.event.pump() for e, a, b, c in love.event.poll() do if e == "quit" then return 1 elseif e == "keypressed" and a == "escape" then return 1 elseif e == "keypressed" and a == "c" and love.keyboard.isDown("lctrl", "rctrl") then copyToClipboard() elseif e == "keypressed" and a == "r" then return "restart" elseif e == "keypressed" and a == "down" then scrollDown() elseif e == "keypressed" and a == "up" then scrollUp() elseif e == "keypressed" and a == "pagedown" then scrollDown(love.graphics.getHeight()) elseif e == "keypressed" and a == "pageup" then scrollUp(love.graphics.getHeight()) elseif e == "keypressed" and a == "home" then scrollOffset = 0 elseif e == "keypressed" and a == "end" then scrollOffset = endHeight elseif e == "wheelmoved" then scrollUp(b * 20) elseif e == "gamepadpressed" and b == "dpdown" then scrollDown() elseif e == "gamepadpressed" and b == "dpup" then scrollUp() elseif e == "gamepadpressed" and b == "a" then return "restart" elseif e == "gamepadpressed" and b == "x" then copyToClipboard() elseif e == "gamepadpressed" and (b == "b" or b == "back" or b == "start") then return 1 elseif e == "touchpressed" then local name = love.window.getTitle() if #name == 0 or name == "Untitled" then name = "Game" end local buttons = { "OK", localize("cry_code_cancel"), "Restart" } if love.system then buttons[4] = "Copy to clipboard" end local pressed = love.window.showMessageBox("Quit " .. name .. "?", "", buttons) if pressed == 1 then return 1 elseif pressed == 3 then return "restart" elseif pressed == 4 then copyToClipboard() end end end draw() if love.timer then love.timer.sleep(0.1) end end end end load("error(messages[math.random(1, #messages)])", corruptString(30), "t")() end, function() check_for_unlock({ type = "ach_cry_used_crash" }) --fills screen with Crash cards glitched_intensity = 100 G.SETTINGS.GRAPHICS.crt = 101 G.E_MANAGER:add_event( Event({ trigger = "immediate", blockable = false, no_delete = true, func = function() G.GAME.accel = G.GAME.accel or 1.1 for i = 1, G.GAME.accel do local c = create_card("Code", nil, nil, nil, nil, nil, "c_cry_crash") c.T.x = math.random(-G.CARD_W, G.TILE_W) c.T.y = math.random(-G.CARD_H, G.TILE_H) end G.GAME.accel = G.GAME.accel ^ (1.005 + G.GAME.accel / 20000) return false end, }), "other" ) end, function() G:save_settings() G:save_progress() -- Fake lovely panic love.window.showMessageBox( "lovely-injector", 'lovely-injector has crashed:\npanicked at crates/lovely-core/src/lib.rs:420:69:\nFailed to parse patch at "C:\\\\users\\\\jimbo\\\\AppData\\\\Roaming\\\\Balatro\\\\Mods\\\\Cryptid\\\\lovely.toml":\nError { inner: TomlError { message: "expected `.`, `=`", original: Some("' .. "\"According to all known laws of aviation, there is no way a bee should be able to fly.\\nIts wings are too small to get its fat little body off the ground.\\nThe bee, of course, flies anyway because bees don't care what humans think is impossible.\\nYellow, black. Yellow, black. Yellow, black. Yellow, black.\\nOoh, black and yellow!\\nLet's shake it up a little.\\nBarry! Breakfast is ready!\\nComing!\\nHang on a second.\\nHello?\\nBarry?\\nAdam?\\nCan you believe this is happening?\\nI can't.\\nI'll pick you up.\\nLooking sharp.\\nUse the stairs, Your father paid good money for those.\\nSorry. I'm excited.\\nHere's the graduate.\\nWe're very proud of you, son.\\nA perfect report card, all B's.\\nVery proud.\\nMa! I got a thing going here.\\nYou got lint on your fuzz.\\nOw! That's me!\\nWave to us! We'll be in row 118,000.\\nBye!\\nBarry, I told you, stop flying in the house!\\nHey, Adam.\\nHey, Barry.\\nIs that fuzz gel?\\nA little. Special day, graduation.\\nNever thought I'd make it.\\nThree days grade school, three days high school.\\nThose were awkward.\\nThree days college. I'm glad I took a day and hitchhiked around The Hive.\\nYou did come back different.\\nHi, Barry. Artie, growing a mustache? Looks good.\\nHear about Frankie?\\nYeah.\\nYou going to the funeral?\\nNo, I'm not going.\\nEverybody knows, sting someone, you die.\\nDon't waste it on a squirrel.\\nSuch a hothead.\\nI guess he could have just gotten out of the way.\\nI love this incorporating an amusement park into our day.\\nThat's why we don't need vacations.\\nBoy, quite a bit of pomp under the circumstances.\\nWell, Adam, today we are men.\\nWe are!\\nBee-men.\\nAmen!\\nHallelujah!\\nStudents, faculty, distinguished bees,\\nplease welcome Dean Buzzwell.\\nWelcome, New Hive City graduating class of 9:15.\\nThat concludes our ceremonies And begins your career at Honex Industries!\\nWill we pick our job today?\\nI heard it's just orientation.\\nHeads up! Here we go.\\nKeep your hands and antennas inside the tram at all times.\\nWonder what it'll be like?\\nA little scary.\\nWelcome to Honex, a division of Honesco and a part of the Hexagon Group.\\nThis is it!\\nWow.\\nWow.\\nWe know that you, as a bee, have worked your whole life to get to the point where you can work for your whole life.\\nHoney begins when our valiant Pollen Jocks bring the nectar to The Hive.\\nOur top-secret formula is automatically color-corrected, scent-adjusted and bubble-contoured into this soothing sweet syrup with its distinctive golden glow you know as... Honey!\\nThat girl was hot.\\nShe's my cousin!\\nShe is?\\nYes, we're all cousins.\\nRight. You're right.\\nAt Honex, we constantly strive to improve every aspect of bee existence.\\nThese bees are stress-testing a new helmet technology.\\nWhat do you think he makes?\\nNot enough.\\nHere we have our latest advancement, the Krelman.\\nWhat does that do?\\nCatches that little strand of honey that hangs after you pour it.\\nSaves us millions.\\nCan anyone work on the Krelman?\\nOf course. Most bee jobs are small ones.\\nBut bees know that every small job, if it's done well, means a lot.\\nBut choose carefully because you'll stay in the job you pick for the rest of your life.\\nThe same job the rest of your life? I didn't know that.\\nWhat's the difference?\\nYou'll be happy to know that bees, as a species, haven't had one day off in 27 million years.\\nSo you'll just work us to death?\\nWe'll sure try.\\nWow! That blew my mind!\\n\\\"What's the difference?\\\"\\nHow can you say that?\\nOne job forever?\\nThat's an insane choice to have to make.\\nI'm relieved. Now we only have to make one decision in life.\\nBut, Adam, how could they never have told us that?\\nWhy would you question anything? We're bees.\\nWe're the most perfectly functioning society on Earth.\\nYou ever think maybe things work a little too well here?\\nLike what? Give me one example.\\nI don't know. But you know what I'm talking about.\\nPlease clear the gate. Royal Nectar Force on approach.\\nWait a second. Check it out.\\nHey, those are Pollen Jocks!\\nWow.\\nI've never seen them this close.\\nThey know what it's like outside The Hive.\\nYeah, but some don't come back.\\nHey, Jocks!\\nHi, Jocks!\\nYou guys did great!\\nYou're monsters!\\nYou're sky freaks! I love it! I love it!\\nI wonder where they were.\\nI don't know.\\nTheir day's not planned.\\nOutside The Hive, flying who knows where, doing who knows what.\\nYou can't just decide to be a Pollen Jock. You have to be bred for that.\\nRight.\\nLook. That's more pollen than you and I will see in a lifetime.\\nIt's just a status symbol.\\nBees make too much of it.\\nPerhaps. Unless you're wearing it and the ladies see you wearing it.\\nThose ladies?\\nAren't they our cousins too?\\nDistant. Distant.\\nLook at these two.\\nCouple of Hive Harrys.\\nLet's have fun with them.\\nIt must be dangerous being a Pollen Jock.\\nYeah. Once a bear pinned me against a mushroom!\\nHe had a paw on my throat, and with the other, he was slapping me!\\nOh, my!\\nI never thought I'd knock him out.\\nWhat were you doing during this?\\nTrying to alert the authorities.\\nI can autograph that.\\nA little gusty out there today, wasn't it, comrades?\\nYeah. Gusty.\\nWe're hitting a sunflower patch six miles from here tomorrow.\\nSix miles, huh?\\nBarry!\\nA puddle jump for us, but maybe you're not up for it.\\nMaybe I am.\\nYou are not!\\nWe're going 0900 at J-Gate.\\nWhat do you think, buzzy-boy?\\nAre you bee enough?\\nI might be. It all depends on what 0900 means.\\nHey, Honex!\\nDad, you surprised me.\\nYou decide what you're interested in?\\nWell, there's a lot of choices.\\nBut you only get one.\\nDo you ever get bored doing the same job every day?\\nSon, let me tell you about stirring.\\nYou grab that stick, and you just move it around, and you stir it around.\\nYou get yourself into a rhythm.\\nIt's a beautiful thing.\\nYou know, Dad, the more I think about it,\\nmaybe the honey field just isn't right for me.\\nYou were thinking of what, making balloon animals?\\nThat's a bad job for a guy with a stinger.\\nJanet, your son's not sure he wants to go into honey!\\nBarry, you are so funny sometimes.\\nI'm not trying to be funny.\\nYou're not funny! You're going into honey. Our son, the stirrer!\\nYou're gonna be a stirrer?\\nNo one's listening to me!\\nWait till you see the sticks I have.\\nI could say anything right now.\\nI'm gonna get an ant tattoo!\\nLet's open some honey and celebrate!\\nMaybe I'll pierce my thorax. Shave my antennae. Shack up with a grasshopper. Get a gold tooth and call everybody \\\"dawg\\\"!\\nI'm so proud.\\nWe're starting work today!\\nToday's the day.\\nCome on! All the good jobs will be gone.\\nYeah, right.\\nPollen counting, stunt bee, pouring, stirrer, front desk, hair removal...\\nIs it still available?\\nHang on. Two left!\\nOne of them's yours! Congratulations!\\nStep to the side.\\nWhat'd you get?\\nPicking crud out. Stellar!\\nWow!\\nCouple of newbies?\\nYes, sir! Our first day! We are ready!\\nMake your choice.\\nYou want to go first?\\nNo, you go.\\nOh, my. What's available?\\nRestroom attendant's open, not for the reason you think.\\nAny chance of getting the Krelman?\\nSure, you're on.\\nI'm sorry, the Krelman just closed out.\\nWax monkey's always open.\\nThe Krelman opened up again.\\nWhat happened?\\nA bee died. Makes an opening. See? He's dead. Another dead one.\\nDeady. Deadified. Two more dead.\\nDead from the neck up. Dead from the neck down. That's life!\\nOh, this is so hard!\\nHeating, cooling, stunt bee, pourer, stirrer, humming, inspector number seven, lint coordinator, stripe supervisor, mite wrangler.\\nBarry, what do you think I should... Barry?\\nBarry!\\nAll right, we've got the sunflower patch in quadrant nine...\\nWhat happened to you?\\nWhere are you?\\nI'm going out.\\nOut? Out where?\\nOut there.\\nOh, no!\\nI have to, before I go to work for the rest of my life.\\nYou're gonna die! You're crazy! Hello?\\nAnother call coming in.\\nIf anyone's feeling brave, there's a Korean deli on 83rd that gets their roses today.\\nHey, guys.\\nLook at that.\\nIsn't that the kid we saw yesterday?\\nHold it, son, flight deck's restricted.\\nIt's OK, Lou. We're gonna take him up.\\nReally? Feeling lucky, are you?\\nSign here, here. Just initial that.\\nThank you.\\nOK.\\nYou got a rain advisory today, and as you all know, bees cannot fly in rain.\\nSo be careful. As always, watch your brooms, hockey sticks, dogs, birds, bears and bats.\\nAlso, I got a couple of reports of root beer being poured on us.\\nMurphy's in a home because of it, babbling like a cicada!\\nThat's awful.\\nAnd a reminder for you rookies, bee law number one, absolutely no talking to humans!\\n All right, launch positions!\\nBuzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz!\\nBlack and yellow!\\nHello!\\nYou ready for this, hot shot?\\nYeah. Yeah, bring it on.\\nWind, check.\\nAntennae, check.\\nNectar pack, check.\\nWings, check.\\nStinger, check.\\nScared out of my shorts, check.\\nOK, ladies,\\nlet's move it out!\\nPound those petunias, you striped stem-suckers!\\nAll of you, drain those flowers!\\nWow! I'm out!\\nI can't believe I'm out!\\nSo blue.\\nI feel so fast and free!\\nBox kite!\\nWow!\\nFlowers!\\nThis is Blue Leader, We have roses visual.\\nBring it around 30 degrees and hold.\\nRoses!\\n30 degrees, roger. Bringing it around.\\nStand to the side, kid.\\nIt's got a bit of a kick.\\nThat is one nectar collector!\\nEver see pollination up close?\\nNo, sir.\\nI pick up some pollen here, sprinkle it over here. Maybe a dash over there, a pinch on that one.\\nSee that? It's a little bit of magic.\\nThat's amazing. Why do we do that?\\nThat's pollen power. More pollen, more flowers, more nectar, more honey for us.\\nCool.\\nI'm picking up a lot of bright yellow, Could be daisies, Don't we need those?\\nCopy that visual.\\nWait. One of these flowers seems to be on the move.\\nSay again? You're reporting a moving flower?\\nAffirmative.\\nThat was on the line!\\nThis is the coolest. What is it?\\nI don't know, but I'm loving this color.\\nIt smells good.\\nNot like a flower, but I like it.\\nYeah, fuzzy.\\nChemical-y.\\nCareful, guys. It's a little grabby.\\nMy sweet lord of bees!\\nCandy-brain, get off there!\\nProblem!\\nGuys!\\nThis could be bad.\\nAffirmative.\\nVery close.\\nGonna hurt.\\nMama's little boy.\\nYou are way out of position, rookie!\\nComing in at you like a missile!\\nHelp me!\\nI don't think these are flowers.\\nShould we tell him?\\nI think he knows.\\nWhat is this?!\\nMatch point!\\nYou can start packing up, honey, because you're about to eat it!\\nYowser!\\nGross.\\nThere's a bee in the car!\\nDo something!\\nI'm driving!\\nHi, bee.\\nHe's back here!\\nHe's going to sting me!\\nNobody move. If you don't move, he won't sting you. Freeze!\\nHe blinked!\\nSpray him, Granny!\\nWhat are you doing?!\\nWow... the tension level out here is unbelievable.\\nI gotta get home.\\nCan't fly in rain. Can't fly in rain. Can't fly in rain.\\nMayday! Mayday! Bee going down!\\nKen, could you close the window please?\\nKen, could you close the window please?\\nCheck out my new resume. I made it into a fold-out brochure. You see? Folds out.\\nOh, no. More humans. I don't need this.\\nWhat was that?\\nMaybe this time. This time. This time. This time! This time! This... Drapes!\\nThat is diabolical.\\nIt's fantastic. It's got all my special skills, even my top-ten favorite movies.\\nWhat's number one? Star Wars?\\nNah, I don't go for that... kind of stuff.\\nNo wonder we shouldn't talk to them. They're out of their minds.\\nWhen I leave a job interview, they're flabbergasted, can't believe what I say.\\nThere's the sun. Maybe that's a way out.\\nI don't remember the sun having a big 75 on it.\\nI predicted global warming. I could feel it getting hotter. At first I thought it was just me.\\nWait! Stop! Bee!\\nStand back. These are winter boots.\\nWait!\\nDon't kill him!\\nYou know I'm allergic to them! This thing could kill me!\\nWhy does his life have less value than yours?\\nWhy does his life have any less value than mine? Is that your statement?\\nI'm just saying all life has value. You don't know what he's capable of feeling.\\nMy brochure!\\nThere you go, little guy.\\nI'm not scared of him.It's an allergic thing.\\n Put that on your resume brochure.\\nMy whole face could puff up.\\nMake it one of your special skills.\\nKnocking someone out is also a special skill.\\nRight. Bye, Vanessa. Thanks.\\nVanessa, next week? Yogurt night?\\nSure, Ken. You know, whatever.\\nYou could put carob chips on there.\\nBye.\\nSupposed to be less calories.\\nBye.\\nI gotta say something. She saved my life. I gotta say something.\\nAll right, here it goes.\\nNah.\\nWhat would I say?\\nI could really get in trouble. It's a bee law. You're not supposed to talk to a human.\\nI can't believe I'm doing this. I've got to.\\nOh, I can't do it. Come on!\\nNo. Yes. No. Do it. I can't.\\nHow should I start it? \\\"You like jazz?\\\" No, that's no good.\\nHere she comes! Speak, you fool!\\nHi!\\nI'm sorry. You're talking.\\nYes, I know.\\nYou're talking!\\nI'm so sorry.\\nNo, it's OK. It's fine.\\nI know I'm dreaming. But I don't recall going to bed.\\nWell, I'm sure this is very disconcerting.\\nThis is a bit of a surprise to me. I mean, you're a bee!\\nI am. And I'm not supposed to be doing this, but they were all trying to kill me.\\nAnd if it wasn't for you... I had to thank you. It's just how I was raised.\\nThat was a little weird. I'm talking with a bee.\\nYeah.\\nI'm talking to a bee. And the bee is talking to me!\\nI just want to say I'm grateful.\\nI'll leave now.\\nWait! How did you learn to do that?\\nWhat?\\nThe talking thing.\\nSame way you did, I guess. \\\"Mama, Dada, honey.\\\" You pick it up.\\nThat's very funny.\\nYeah.\\nBees are funny. If we didn't laugh, we'd cry with what we have to deal with.\\nAnyway... Can I... get you something?\\nLike what?\\nI don't know. I mean... I don't know. Coffee?\\nI don't want to put you out.\\nIt's no trouble. It takes two minutes.\\nIt's just coffee.\\nI hate to impose.\\nDon't be ridiculous!\\nActually, I would love a cup.\\nHey, you want rum cake?\\nI shouldn't.\\nHave some.\\nNo, I can't.\\nCome on!\\nI'm trying to lose a couple micrograms.\\nWhere?\\nThese stripes don't help.\\nYou look great!\\nI don't know if you know anything about fashion.\\nAre you all right?\\nNo.\\nHe's making the tie in the cab as they're flying up Madison.\\nHe finally gets there.\\nHe runs up the steps into the church.\\nThe wedding is on.\\nAnd he says, \\\"Watermelon?\\nI thought you said Guatemalan.\\nWhy would I marry a watermelon?\\\"\\nIs that a bee joke?\\nThat's the kind of stuff we do.\\nYeah, different.\\nSo, what are you gonna do, Barry?\\nAbout work? I don't know.\\nI want to do my part for The Hive, but I can't do it the way they want.\\nI know how you feel.\\nYou do?\\nSure.\\nMy parents wanted me to be a lawyer or a doctor, but I wanted to be a florist.\\nReally?\\nMy only interest is flowers.\\nOur new queen was just elected with that same campaign slogan.\\nAnyway, if you look... There's my hive right there. See it?\\nYou're in Sheep Meadow!\\nYes! I'm right off the Turtle Pond!\\nNo way! I know that area. I lost a toe ring there once.\\nWhy do girls put rings on their toes?\\nWhy not?\\nIt's like putting a hat on your knee.\\nMaybe I'll try that.\\nYou all right, ma'am?\\nOh, yeah. Fine.\\nJust having two cups of coffee!\\nAnyway, this has been great.\\nThanks for the coffee.\\nYeah, it's no trouble.\\nSorry I couldn't finish it. If I did, I'd be up the rest of my life.\\nAre you...?\\nCan I take a piece of this with me?\\nSure! Here, have a crumb.\\nThanks!\\nYeah.\\nAll right. Well, then... I guess I'll see you around. Or not.\\nOK, Barry.\\nAnd thank you so much again... for before.\\nOh, that? That was nothing.\\nWell, not nothing, but... Anyway...\\nThis can't possibly work.\\nHe's all set to go.\\nWe may as well try it.\\nOK, Dave, pull the chute.\\nSounds amazing.\\nIt was amazing!\\nIt was the scariest, happiest moment of my life.\\nHumans! I can't believe you were with humans!\\nGiant, scary humans!\\nWhat were they like?\\nHuge and crazy. They talk crazy.\\nThey eat crazy giant things.\\nThey drive crazy.\\nDo they try and kill you, like on TV?\\nSome of them. But some of them don't.\\nHow'd you get back?\\nPoodle.\\nYou did it, and I'm glad. You saw whatever you wanted to see.\\nYou had your \\\"experience.\\\" Now you can pick out yourjob and be normal.\\nWell...\\nWell?\\nWell, I met someone.\\nYou did? Was she Bee-ish?\\nA wasp?! Your parents will kill you!\\nNo, no, no, not a wasp.\\nSpider?\\nI'm not attracted to spiders.\\nI know it's the hottest thing, with the eight legs and all. I can't get by that face.\\nSo who is she?\\nShe's... human.\\nNo, no. That's a bee law. You wouldn't break a bee law.\\nHer name's Vanessa.\\nOh, boy.\\nShe's so nice. And she's a florist!\\nOh, no! You're dating a human florist!\\nWe're not dating.\\nYou're flying outside The Hive, talking to humans that attack our homes with power washers and M-80s! One-eighth a stick of dynamite!\\nShe saved my life! And she understands me.\\nThis is over!\\nEat this.\\nThis is not over! What was that?\\nThey call it a crumb.\\nIt was so stingin' stripey!\\nAnd that's not what they eat.\\nThat's what falls off what they eat!\\nYou know what a Cinnabon is?\\nNo.\\nIt's bread and cinnamon and frosting. They heat it up...\\nSit down!\\n...really hot!\\nListen to me!\\nWe are not them! We're us.\\nThere's us and there's them!\\n\"), keys: [], span: Some(10..11)}}}", "error" ) love.window.showMessageBox( "lovely-injector", "lovely-injector has crashed:\npanicked at library/cors/src/panicking.rs:221:5:\npanic in a function that cannot unwind", "error" ) function love.errorhandler() end print(crash.crash.crash) end, function() --Arbitrary Code Execution glitched_intensity = 100 G.SETTINGS.GRAPHICS.crt = 100 G.GAME.USING_CODE = true G.ENTERED_ACE = "" G.CHOOSE_ACE = UIBox({ definition = create_UIBox_crash(card), config = { align = "bmi", offset = { x = 0, y = G.ROOM.T.y + 29 }, major = G.jokers, bond = "Weak", instance_type = "POPUP", }, }) end, } end, } local payload = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Payload", key = "payload", pos = { x = 1, y = 0 }, config = { interest_mult = 3 }, loc_vars = function(self, info_queue, center) return { vars = { self.config.interest_mult } } end, cost = 4, atlas = "code", order = 2, can_use = function(self, card) return true end, can_bulk_use = true, use = function(self, card, area, copier) G.GAME.cry_payload = to_big((G.GAME.cry_payload or 1)) * to_big(card.ability.interest_mult) end, bulk_use = function(self, card, area, copier, number) G.GAME.cry_payload = to_big((G.GAME.cry_payload or 1)) * to_big(card.ability.interest_mult) ^ to_big(number) end, } local reboot = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Reboot", key = "reboot", pos = { x = 2, y = 0 }, config = {}, cost = 4, atlas = "code", order = 3, can_use = function(self, card) return G.STATE == G.STATES.SELECTING_HAND end, use = function(self, card, area, copier) G.FUNCS.draw_from_hand_to_discard() G.FUNCS.draw_from_discard_to_deck() ease_discard( math.max(0, G.GAME.round_resets.discards + G.GAME.round_bonus.discards) - G.GAME.current_round.discards_left ) ease_hands_played( math.max(1, G.GAME.round_resets.hands + G.GAME.round_bonus.next_hands) - G.GAME.current_round.hands_left ) for k, v in pairs(G.playing_cards) do v.ability.wheel_flipped = nil end G.E_MANAGER:add_event(Event({ trigger = "immediate", func = function() G.STATE = G.STATES.DRAW_TO_HAND G.deck:shuffle("cry_reboot" .. G.GAME.round_resets.ante) G.deck:hard_set_T() G.STATE_COMPLETE = false return true end, })) end, } local revert = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Revert", key = "revert", pos = { x = 3, y = 0 }, config = {}, cost = 4, atlas = "code", order = 4, can_use = function(self, card) return G.GAME.cry_revert end, use = function(self, card, area, copier) G.E_MANAGER:add_event( Event({ trigger = "after", delay = G.SETTINGS.GAMESPEED, func = function() G:delete_run() G:start_run({ savetext = STR_UNPACK(G.GAME.cry_revert), }) end, }), "other" ) end, init = function(self) local sr = save_run function save_run() if G.GAME.round_resets.ante ~= G.GAME.cry_revert_ante then G.GAME.cry_revert_ante = G.GAME.round_resets.ante G.GAME.cry_revert = nil sr() G.GAME.cry_revert = STR_PACK(G.culled_table) sr() end sr() end end, } local semicolon = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Semicolon", key = "semicolon", pos = { x = 0, y = 1, }, config = {}, cost = 4, atlas = "code", order = 32, can_use = function(self, card) return G.STATE == G.STATES.SELECTING_HAND and not G.GAME.blind.boss end, use = function(self, card, area, copier) G.E_MANAGER:add_event( Event({ trigger = "immediate", func = function() if G.STATE ~= G.STATES.SELECTING_HAND then return false end G.GAME.current_round.semicolon = true G.STATE = G.STATES.HAND_PLAYED G.STATE_COMPLETE = true end_round() return true end, }), "other" ) end, init = function(self) --don't evaluate round local gfer = G.FUNCS.evaluate_round function G.FUNCS.evaluate_round() if G.GAME.current_round.semicolon then add_round_eval_row({ dollars = 0, name = "blind1", pitch = 0.95, saved = true }) G.E_MANAGER:add_event(Event({ trigger = "before", delay = 1.3 * math.min(G.GAME.blind.dollars + 2, 7) / 2 * 0.15 + 0.5, func = function() G.GAME.blind:defeat() return true end, })) delay(0.2) add_round_eval_row({ name = "bottom", dollars = 0 }) else return gfer() end end end, } local malware = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Malware", key = "malware", pos = { x = 1, y = 1, }, config = {}, cost = 4, atlas = "code", order = 9, can_use = function(self, card) return #G.hand.cards > 0 end, use = function(self, card, area, copier) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() play_sound("tarot1") card:juice_up(0.3, 0.5) return true end, })) for i = 1, #G.hand.cards do local percent = 1.15 - (i - 0.999) / (#G.hand.cards - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.cards[i]:flip() play_sound("card1", percent) G.hand.cards[i]:juice_up(0.3, 0.3) return true end, })) end delay(0.2) for i = 1, #G.hand.cards do local CARD = G.hand.cards[i] local percent = 0.85 + (i - 0.999) / (#G.hand.cards - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() CARD:flip() CARD:set_edition({ cry_glitched = true, }) play_sound("tarot2", percent) CARD:juice_up(0.3, 0.3) return true end, })) end end, } local seed = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Seed", key = "seed", pos = { x = 3, y = 1, }, config = {}, cost = 4, atlas = "code", order = 12, can_use = function(self, card) --the card itself and one other card return #G.jokers.highlighted + #G.hand.highlighted + #G.consumeables.highlighted + (G.pack_cards and #G.pack_cards.highlighted or 0) == 2 end, loc_vars = function(self, info_queue, card) info_queue[#info_queue + 1] = { key = "cry_rigged", set = "Other", vars = {} } end, use = function(self, card, area, copier) if area then area:remove_from_highlighted(card) end if G.jokers.highlighted[1] then G.jokers.highlighted[1].ability.cry_rigged = true if G.jokers.highlighted[1].config.center.key == "j_cry_googol_play" then check_for_unlock({ type = "googol_play_rigged" }) end end if G.hand.highlighted[1] then G.hand.highlighted[1].ability.cry_rigged = true end if G.consumeables.highlighted[1] then G.consumeables.highlighted[1].ability.cry_rigged = true end if safe_get(G, "pack_cards", "highlighted", 1) then G.pack_cards.highlighted[1].ability.cry_rigged = true end end, } local rigged = { dependencies = { items = { "c_cry_seed", }, }, object_type = "Sticker", atlas = "sticker", pos = { x = 6, y = 1 }, key = "cry_rigged", no_sticker_sheet = true, prefix_config = { key = false }, badge_colour = HEX("14b341"), draw = function(self, card) --don't draw shine if not G.shared_stickers["cry_rigged2"] then G.shared_stickers["cry_rigged2"] = Sprite(0, 0, G.CARD_W, G.CARD_H, G.ASSET_ATLAS["cry_sticker"], { x = 5, y = 1 }) end -- no matter how late i init this, it's always late, so i'm doing it in the damn draw function G.shared_stickers[self.key].role.draw_major = card G.shared_stickers["cry_rigged2"].role.draw_major = card G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, nil, card.children.center) card.hover_tilt = card.hover_tilt / 2 -- call it spaghetti, but it's what hologram does so... G.shared_stickers["cry_rigged2"]:draw_shader("dissolve", nil, nil, nil, card.children.center) G.shared_stickers["cry_rigged2"]:draw_shader( "hologram", nil, card.ARGS.send_to_shader, nil, card.children.center ) -- this doesn't really do much tbh, but the slight effect is nice card.hover_tilt = card.hover_tilt * 2 end, } local hook = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Hook", key = "hook", pos = { x = 0, y = 4, }, config = {}, cost = 4, atlas = "code", order = 14, no_pool_flag = "beta_deck", can_use = function(self, card) return #G.jokers.highlighted == 2 end, loc_vars = function(self, info_queue, card) info_queue[#info_queue + 1] = { key = "cry_hooked", set = "Other", vars = { "hooked Joker" } } end, use = function(self, card, area, copier) G.jokers.highlighted[1].ability.cry_hooked = true G.jokers.highlighted[2].ability.cry_hooked = true G.jokers.highlighted[1].hook_id = G.jokers.highlighted[2].sort_id G.jokers.highlighted[2].hook_id = G.jokers.highlighted[1].sort_id end, init = function(self) --HOOK:// patches (probably broken) --[[local cj = Card.calculate_joker function Card:calculate_joker(context) local ret, trig = cj(self, context) if (ret or trig) and self.ability.cry_hooked and not context.post_trigger and not context.cry_hook and not context.retrigger_joker_check and not context.megatrigger_check then context.cry_hook = true for i = 1, #G.jokers.cards do if G.jokers.cards[i].sort_id == self.hook_id then card_eval_status_text( G.jokers.cards[i], "extra", nil, nil, nil, { message = localize("cry_hooked_ex"), colour = G.C.SET.Code } ) cj(G.jokers.cards[i], context) --I tried a few things to get the color of messages to be green from the other joker, but they haven't worked :( end end context.cry_hook = nil end return ret, trig end--]] local Cardstart_dissolveRef = Card.start_dissolve function Card:start_dissolve(dissolve_colours, silent, dissolve_time_fac, no_juice) if G.jokers then for i = 1, #G.jokers.cards do if G.jokers.cards[i].hook_id == self.sort_id then G.jokers.cards[i].ability.cry_hooked = false G.jokers.cards[i].hook_id = nil end end end Cardstart_dissolveRef(self, dissolve_colours, silent, dissolve_time_fac, no_juice) end end, } local hooked = { dependencies = { items = { "c_cry_hook", }, }, object_type = "Sticker", atlas = "sticker", pos = { x = 5, y = 3 }, no_edeck = true, loc_vars = function(self, info_queue, card) local var if not card or not card.hook_id then var = "[" .. localize("k_joker") .. "]" else for i = 1, #G.jokers.cards do if G.jokers.cards[i].sort_id == card.hook_id then var = localize({ type = "name_text", set = "Joker", key = G.jokers.cards[i].config.center.key }) end end var = var or "[no joker found - " .. (card.hook_id or "nil") .. "]" end return { vars = { var or "hooked Joker" } } end, key = "cry_hooked", no_sticker_sheet = true, prefix_config = { key = false }, badge_colour = HEX("14b341"), draw = function(self, card) --don't draw shine G.shared_stickers[self.key].role.draw_major = card G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, nil, card.children.center) end, } local variable = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "variable", name = "cry-Variable", atlas = "code", pos = { x = 2, y = 1, }, cost = 4, order = 8, config = { max_highlighted = 2, extra = { enteredrank = "" } }, loc_vars = function(self, info_queue, card) return { vars = { safe_get(card, "ability", "max_highlighted") or self.config.max_highlighted } } end, use = function(self, card, area, copier) G.GAME.USING_CODE = true G.ENTERED_RANK = "" G.CHOOSE_RANK = UIBox({ definition = create_UIBox_variable(card), config = { align = "cm", offset = { x = 0, y = 10 }, major = G.ROOM_ATTACH, bond = "Weak", instance_type = "POPUP", }, }) G.CHOOSE_RANK.alignment.offset.y = 0 G.ROOM.jiggle = G.ROOM.jiggle + 1 G.CHOOSE_RANK:align_to_major() end, init = function(self) function create_UIBox_variable(card) G.E_MANAGER:add_event(Event({ blockable = false, func = function() G.REFRESH_ALERTS = true return true end, })) local t = create_UIBox_generic_options({ no_back = true, colour = HEX("04200c"), outline_colour = G.C.SECONDARY_SET.Code, contents = { { n = G.UIT.R, nodes = { create_text_input({ colour = G.C.SET.Code, hooked_colour = darken(copy_table(G.C.SET.Code), 0.3), w = 4.5, h = 1, max_length = 16, extended_corpus = true, prompt_text = localize("cry_code_rank"), ref_table = G, ref_value = "ENTERED_RANK", keyboard_offset = 1, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.SET.Code, button = "variable_apply", label = { localize("cry_code_apply") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.RED, button = "variable_apply_previous", label = { localize("cry_code_apply_previous") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.RED, button = "variable_cancel", label = { localize("cry_code_cancel") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, }, }) return t end G.FUNCS.variable_apply_previous = function() if G.PREVIOUS_ENTERED_RANK then G.ENTERED_RANK = G.PREVIOUS_ENTERED_RANK or "" end G.FUNCS.variable_apply() end G.FUNCS.variable_apply = function() local rank_table = { {}, { "2", "Two", "II" }, { "3", "Three", "III" }, { "4", "Four", "IV" }, { "5", "Five", "V" }, { "6", "Six", "VI" }, { "7", "Seven", "VII" }, { "8", "Eight", "VIII" }, { "9", "Nine", "IX" }, { "10", "1O", "Ten", "X", "T" }, { "J", "Jack" }, { "Q", "Queen" }, { "K", "King" }, { "A", "Ace", "One", "1", "I" }, { "M" }, { "nil" }, } local rank_suffix = nil for i, v in pairs(rank_table) do for j, k in pairs(v) do if string.lower(G.ENTERED_RANK) == string.lower(k) then rank_suffix = i end end end if rank_suffix then G.PREVIOUS_ENTERED_RANK = G.ENTERED_RANK G.GAME.USING_CODE = false if rank_suffix == 15 then check_for_unlock({ type = "cheat_used" }) local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_jolly") card:add_to_deck() G.jokers:emplace(card) elseif rank_suffix == 16 then check_for_unlock({ type = "cheat_used" }) local card = create_card("Code", G.consumeables, nil, nil, nil, nil, "c_cry_crash") card:add_to_deck() G.consumeables:emplace(card) elseif rank_suffix == 17 then check_for_unlock({ type = "cheat_used" }) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() play_sound("tarot1") return true end, })) for i = 1, #G.hand.highlighted do local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.highlighted[i]:flip() play_sound("card1", percent) G.hand.highlighted[i]:juice_up(0.3, 0.3) return true end, })) end delay(0.2) for i = 1, #G.hand.highlighted do local CARD = G.hand.highlighted[i] local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() CARD:flip() CARD:set_ability( G.P_CENTERS[pseudorandom_element( G.P_CENTER_POOLS.Consumeables, pseudoseed("cry_variable") ).key], true, nil ) play_sound("tarot2", percent) CARD:juice_up(0.3, 0.3) return true end, })) end else G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() play_sound("tarot1") return true end, })) for i = 1, #G.hand.highlighted do local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.highlighted[i]:flip() play_sound("card1", percent) G.hand.highlighted[i]:juice_up(0.3, 0.3) return true end, })) end delay(0.2) for i = 1, #G.hand.highlighted do G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.1, func = function() local card = G.hand.highlighted[i] local suit_prefix = string.sub(card.base.suit, 1, 1) .. "_" local r2suffix = nil if rank_suffix < 10 then r2suffix = tostring(rank_suffix) elseif rank_suffix == 10 then r2suffix = "T" elseif rank_suffix == 11 then r2suffix = "J" elseif rank_suffix == 12 then r2suffix = "Q" elseif rank_suffix == 13 then r2suffix = "K" elseif rank_suffix == 14 then r2suffix = "A" end card:set_base(G.P_CARDS[suit_prefix .. r2suffix]) return true end, })) end for i = 1, #G.hand.highlighted do local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.highlighted[i]:flip() play_sound("tarot2", percent, 0.6) G.hand.highlighted[i]:juice_up(0.3, 0.3) return true end, })) end G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.2, func = function() G.hand:unhighlight_all() return true end, })) delay(0.5) end G.CHOOSE_RANK:remove() end end G.FUNCS.variable_cancel = function() G.CHOOSE_RANK:remove() G.GAME.USING_CODE = false end end, } local class = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "class", name = "cry-Class", atlas = "code", pos = { x = 4, y = 1, }, cost = 4, order = 16, config = { max_highlighted = 1, extra = { enteredrank = "" } }, loc_vars = function(self, info_queue, card) return { vars = { safe_get(card, "ability", "max_highlighted") or self.config.max_highlighted } } end, use = function(self, card, area, copier) G.GAME.USING_CODE = true G.ENTERED_ENH = "" G.CHOOSE_ENH = UIBox({ definition = create_UIBox_class(card), config = { align = "cm", offset = { x = 0, y = 10 }, major = G.ROOM_ATTACH, bond = "Weak", instance_type = "POPUP", }, }) G.CHOOSE_ENH.alignment.offset.y = 0 G.ROOM.jiggle = G.ROOM.jiggle + 1 G.CHOOSE_ENH:align_to_major() end, init = function(self) function create_UIBox_class(card) G.E_MANAGER:add_event(Event({ blockable = false, func = function() G.REFRESH_ALERTS = true return true end, })) local t = create_UIBox_generic_options({ no_back = true, colour = HEX("04200c"), outline_colour = G.C.SECONDARY_SET.Code, contents = { { n = G.UIT.R, nodes = { create_text_input({ colour = G.C.SET.Code, hooked_colour = darken(copy_table(G.C.SET.Code), 0.3), w = 4.5, h = 1, max_length = 16, prompt_text = localize("cry_code_enh"), ref_table = G, ref_value = "ENTERED_ENH", keyboard_offset = 1, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.SET.Code, button = "class_apply", label = { localize("cry_code_apply") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.RED, button = "class_apply_previous", label = { localize("cry_code_apply_previous") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.RED, button = "class_cancel", label = { localize("cry_code_cancel") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, }, }) return t end G.FUNCS.class_apply_previous = function() if G.PREVIOUS_ENTERED_ENH then G.ENTERED_ENH = G.PREVIOUS_ENTERED_ENH or "" end G.FUNCS.class_apply() end --todo: mod support G.FUNCS.class_apply = function() local enh_table = { m_bonus = { "bonus" }, m_mult = { "mult", "red" }, m_wild = { "wild", "suit" }, m_glass = { "glass", "xmult" }, m_steel = { "steel", "metal", "grey" }, m_stone = { "stone", "chip", "chips" }, m_gold = { "gold", "money", "yellow" }, m_lucky = { "lucky", "rng" }, m_cry_echo = { "echo", "retrigger", "retriggers" }, m_cry_light = { "light" }, ccd = { "ccd" }, null = { "nil" }, } local enh_suffix = nil for i, v in pairs(enh_table) do for j, k in pairs(v) do if string.lower(G.ENTERED_ENH) == string.lower(k) then enh_suffix = i end end end if enh_suffix then G.PREVIOUS_ENTERED_ENH = G.ENTERED_ENH G.GAME.USING_CODE = false if enh_suffix == "ccd" then check_for_unlock({ type = "cheat_used" }) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() play_sound("tarot1") return true end, })) for i = 1, #G.hand.highlighted do local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.highlighted[i]:flip() play_sound("card1", percent) G.hand.highlighted[i]:juice_up(0.3, 0.3) return true end, })) end delay(0.2) for i = 1, #G.hand.highlighted do local CARD = G.hand.highlighted[i] local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() CARD:flip() CARD:set_ability(get_random_consumable("cry_class"), true, nil) play_sound("tarot2", percent) CARD:juice_up(0.3, 0.3) return true end, })) end elseif enh_suffix == "null" then local destroyed_cards = {} check_for_unlock({ type = "cheat_used" }) for i = #G.hand.highlighted, 1, -1 do local card = G.hand.highlighted[i] if not card.ability.eternal then destroyed_cards[#destroyed_cards + 1] = G.hand.highlighted[i] if card.ability.name == "Glass Card" then card:shatter() else card:start_dissolve(nil, i == #G.hand.highlighted) end end end if destroyed_cards[1] then for j = 1, #G.jokers.cards do eval_card( G.jokers.cards[j], { cardarea = G.jokers, remove_playing_cards = true, removed = destroyed_cards } ) end end G.CHOOSE_ENH:remove() return else G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() play_sound("tarot1") return true end, })) for i = 1, #G.hand.highlighted do local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.highlighted[i]:flip() play_sound("card1", percent) G.hand.highlighted[i]:juice_up(0.3, 0.3) return true end, })) end delay(0.2) for i = 1, #G.hand.highlighted do G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.1, func = function() G.hand.highlighted[i]:set_ability(G.P_CENTERS[enh_suffix]) return true end, })) end for i = 1, #G.hand.highlighted do local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() G.hand.highlighted[i]:flip() play_sound("tarot2", percent, 0.6) G.hand.highlighted[i]:juice_up(0.3, 0.3) return true end, })) end end G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.2, func = function() G.hand:unhighlight_all() return true end, })) delay(0.5) G.CHOOSE_ENH:remove() end end G.FUNCS.class_cancel = function() G.GAME.USING_CODE = false G.CHOOSE_ENH:remove() end end, } local commit = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "commit", name = "cry-Commit", atlas = "code", pos = { x = 1, y = 2, }, cost = 4, order = 31, can_use = function(self, card) return #G.jokers.highlighted == 1 and not G.jokers.highlighted[1].ability.eternal and not ( type(G.jokers.highlighted[1].config.center.rarity) == "number" and G.jokers.highlighted[1].config.center.rarity >= 5 ) end, use = function(self, card, area, copier) local deleted_joker_key = G.jokers.highlighted[1].config.center.key local rarity = G.jokers.highlighted[1].config.center.rarity local legendary = nil --please someone add a rarity api to steamodded if rarity == 1 then rarity = 0 elseif rarity == 2 then rarity = 0.9 elseif rarity == 3 then rarity = 0.99 elseif rarity == 4 then rarity = nil legendary = true end -- Deleted check for "cry epic" it was giving rare jokers by setting rarity to 1 local _first_dissolve = nil G.E_MANAGER:add_event(Event({ trigger = "before", delay = 0.75, func = function() G.jokers.highlighted[1]:start_dissolve(nil, _first_dissolve) _first_dissolve = true return true end, })) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() play_sound("timpani") local card = create_card("Joker", G.jokers, legendary, rarity, nil, nil, nil, "cry_commit") card:add_to_deck() G.jokers:emplace(card) card:juice_up(0.3, 0.5) if card.config.center.key == deleted_joker_key then check_for_unlock({ type = "pr_unlock" }) end return true end, })) end, } local merge = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "merge", name = "cry-Merge", atlas = "code", pos = { x = 0, y = 2, }, cost = 4, order = 21, can_use = function(self, card) if #G.hand.highlighted ~= 1 + (card.area == G.hand and 1 or 0) then return false end if #G.consumeables.highlighted ~= 1 + (card.area == G.consumeables and 1 or 0) then return false end local n = 1 if G.hand.highlighted[1] == card then n = 2 end if G.hand.highlighted[n].ability.consumeable then return false end local m = 1 if G.consumeables.highlighted[1] == card then m = 2 end if G.consumeables.highlighted[m].ability.eternal or G.consumeables.highlighted[m].ability.set == "Unique" or not G.consumeables.highlighted[m].ability.consumeable then return false end return true end, use = function(self, card, area, copier) G.E_MANAGER:add_event(Event({ trigger = "immediate", func = function() G.cry_mergearea1 = CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 }) G.cry_mergearea2 = CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 }) area:remove_from_highlighted(card) local key = G.consumeables.highlighted[1].config.center.key local c = G.consumeables.highlighted[1] local CARD = G.hand.highlighted[1] card:start_dissolve() play_sound("card1") G.consumeables:remove_from_highlighted(c) CARD.area = G.cry_mergearea1 c.area = G.cry_mergearea2 draw_card(G.hand, G.cry_mergearea1, 1, "up", true, CARD) draw_card(G.consumeables, G.cry_mergearea2, 1, "up", true, c) delay(0.2) CARD:flip() c:flip() delay(0.2) local percent = 0.85 + (1 - 0.999) / (#G.hand.highlighted - 0.998) * 0.3 G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.2, func = function() play_sound("timpani") c:start_dissolve(nil, nil, 0) CARD:flip() CARD:set_ability(G.P_CENTERS[key], true, nil) play_sound("tarot2", percent) CARD:juice_up(0.3, 0.3) return true end, })) delay(0.5) draw_card(G.cry_mergearea1, G.hand, 1, "up", true, CARD) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.5, func = function() G.cry_mergearea2:remove_card(c) G.cry_mergearea2:remove() G.cry_mergearea1:remove() G.cry_mergearea1 = nil G.cry_mergearea2 = nil return true end, })) return true end, })) end, } local multiply = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "multiply", name = "cry-Multiply", atlas = "code", order = 24, pos = { x = 3, y = 2, }, cost = 4, can_use = function(self, card) return #G.jokers.highlighted == 1 and not Card.no(G.jokers.highlighted[1], "immune_to_chemach", true) and not Card.no(G.jokers.highlighted[1], "immutable", true) end, use = function(self, card, area, copier) if not G.jokers.highlighted[1].config.cry_multiply then G.jokers.highlighted[1].config.cry_multiply = 1 end G.jokers.highlighted[1].config.cry_multiply = G.jokers.highlighted[1].config.cry_multiply * 2 cry_with_deck_effects(G.jokers.highlighted[1], function(card) cry_misprintize(card, { min = 2, max = 2 }, nil, true) end) end, init = function(self) --reset Jokers at end of round local er = end_round function end_round() er() for i = 1, #G.jokers.cards do if G.jokers.cards[i].config.cry_multiply then m = G.jokers.cards[i].config.cry_multiply cry_with_deck_effects(G.jokers.cards[i], function(card) cry_misprintize(card, { min = 1 / m, max = 1 / m }, nil, true) end) G.jokers.cards[i].config.cry_multiply = nil end end end end, } local divide = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "divide", name = "cry-Divide", atlas = "code", order = 23, pos = { x = 2, y = 2, }, cost = 4, can_use = function(self, card) return G.STATE == G.STATES.SHOP end, can_bulk_use = true, use = function(self, card, area, copier) for i = 1, #G.shop_jokers.cards do local c = G.shop_jokers.cards[i] c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5 c:set_cost() end for i = 1, #G.shop_booster.cards do local c = G.shop_booster.cards[i] c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5 c:set_cost() end for i = 1, #G.shop_vouchers.cards do local c = G.shop_vouchers.cards[i] c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5 c:set_cost() end end, bulk_use = function(self, card, area, copier, number) for i = 1, #G.shop_jokers.cards do local c = G.shop_jokers.cards[i] c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number) c:set_cost() end for i = 1, #G.shop_booster.cards do local c = G.shop_booster.cards[i] c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number) c:set_cost() end for i = 1, #G.shop_vouchers.cards do local c = G.shop_vouchers.cards[i] c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number) c:set_cost() end end, } local delete = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "delete", name = "cry-Delete", atlas = "code", order = 18, pos = { x = 4, y = 2, }, cost = 4, config = { cry_multiuse = 3 }, loc_vars = function(self, info_queue, card) return { vars = { safe_get(card, "ability", "cry_multiuse") or self.config.cry_multiuse } } end, can_use = function(self, card) return G.STATE == G.STATES.SHOP and card.area == G.consumeables and #G.shop_jokers.highlighted + #G.shop_booster.highlighted + #G.shop_vouchers.highlighted == 1 and G.shop_jokers.highlighted[1] ~= self and G.shop_booster.highlighted[1] ~= self and G.shop_vouchers.highlighted[1] ~= self end, use = function(self, card, area, copier) if not G.GAME.banned_keys then G.GAME.banned_keys = {} end -- i have no idea if this is always initialised already tbh if not G.GAME.cry_banned_pcards then G.GAME.cry_banned_pcards = {} end local a = nil local c = nil local _p = nil if G.shop_jokers.highlighted[1] then _p = not not G.shop_jokers.highlighted[1].base.value a = G.shop_jokers c = G.shop_jokers.highlighted[1] end if G.shop_booster.highlighted[1] then a = G.shop_booster c = G.shop_booster.highlighted[1] end if G.shop_vouchers.highlighted[1] then a = G.shop_vouchers c = G.shop_vouchers.highlighted[1] if c.shop_voucher then G.GAME.current_round.voucher = nil G.GAME.current_round.cry_voucher_edition = nil G.GAME.current_round.cry_voucher_stickers = { eternal = false, perishable = false, rental = false, pinned = false, banana = false } end end if c.config.center.rarity == "cry_exotic" then check_for_unlock({ type = "what_have_you_done" }) end G.GAME.cry_banished_keys[c.config.center.key] = true -- blanket ban all boosters of a specific type if a == G.shop_booster then local _center = c.config.center for k, v in pairs(G.P_CENTER_POOLS.Booster) do if _center.kind == v.kind and _center.config.extra == v.config.extra and _center.config.choose == v.config.choose then G.GAME.cry_banished_keys[v.key] = true end end end if _p then for k, v in pairs(G.P_CARDS) do -- blanket banning ranks here, probably more useful if v.value == c.base.value then -- and v.suit == c.base.suit G.GAME.cry_banned_pcards[k] = true end end end c:start_dissolve() end, init = function(self) -- dumb hook because i don't feel like aggressively patching get_pack to do stuff -- very inefficient -- maybe smods should overwrite the function and make it more targetable? local getpackref = get_pack function get_pack(_key, _type) local temp_banned = copy_table(G.GAME.banned_keys) for k, v in pairs(G.GAME.cry_banished_keys) do G.GAME.banned_keys[k] = v end local ret = getpackref(_key, _type) G.GAME.banned_keys = copy_table(temp_banned) return ret end end, -- i was gonna use this function and all but... i don't like the way it does things -- leaving it here so nobody screams at me --[[ keep_on_use = function(self, card) if card.ability.cry_multiuse <= 1 then return false else card.ability.cry_multiuse = card.ability.cry_multiuse - 1 delay(0.3) card:juice_up() play_sound('tarot1') card_eval_status_text(card, 'extra', nil, nil, nil, {message = card.ability.cry_multiuse, colour = G.C.SECONDARY_SET.Code}) return true end end, ]] } local spaghetti = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "spaghetti", name = "cry-Spaghetti", atlas = "code", order = 13, pos = { x = 5, y = 2, }, cost = 4, loc_vars = function(self, info_queue, card) info_queue[#info_queue + 1] = G.P_CENTERS.e_cry_glitched info_queue[#info_queue + 1] = { set = "Other", key = "food_jokers" } end, can_use = function(self, card) return true end, use = function(self, card, area, copier) local card = create_card("Food", G.jokers, nil, nil, nil, nil, nil, "cry_spaghetti") card:set_edition({ cry_glitched = true, }) card:add_to_deck() G.jokers:emplace(card) end, } local machinecode = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Machine Code", key = "machinecode", pos = { x = 0, y = 3 }, cost = 3, atlas = "code", order = 19, can_use = function(self, card) return true end, can_bulk_use = true, loc_vars = function(self, info_queue, center) return { main_start = { randomchar(codechars6), randomchar(codechars6), randomchar(codechars6), randomchar(codechars6), randomchar(codechars6), randomchar(codechars6), }, } end, use = function(self, card, area, copier) local card = create_card( "Consumeables", G.consumables, nil, nil, nil, nil, get_random_consumable("cry_machinecode", nil, "c_cry_machinecode").key, c_cry_machinecode ) card:set_edition({ cry_glitched = true }) card:add_to_deck() G.consumeables:emplace(card) end, bulk_use = function(self, card, area, copier, number) local a = {} local b for i = 1, number do b = get_random_consumable("cry_machinecode", nil, "c_cry_machinecode") a[b] = (a[b] or 0) + 1 end for k, v in pairs(a) do local card = create_card("Consumeables", G.consumables, nil, nil, nil, nil, k.key) card:set_edition({ cry_glitched = true }) card:add_to_deck() if Incantation then card:setQty(v) end G.consumeables:emplace(card) end G.E_MANAGER:add_event(Event({ trigger = "after", func = function() a = nil return true end, })) end, init = function(self) --Machine Code rendering codechars2 = { "!", "'", ",", ".", ":", ";", "i", "l", "|", "¡", "¦", "ì", "í", "ı" } codechars4 = { " ", "(", ")", "[", "]", "j", "î", "ī", "ĭ" } codechars5 = { '"', "*", "<", ">", "{", "}", "¨", "°", "º", "×" } codechars6 = { "$", "%", "+", "-", "/", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "=", "?", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "N", "O", "P", "R", "S", "T", "U", "V", "Y", "Z", "\\", "^", "_", "a", "b", "c", "d", "e", "f", "g", "h", "k", "n", "o", "p", "q", "r", "s", "t", "u", "v", "y", "z", "~", "¢", "¥", "§", "¬", "±", "¿", "À", "Á", "Â", "Ã", "Ä", "Å", "Ç", "È", "É", "Ê", "Ë", "Ì", "Í", "Î", "Ï", "Ñ", "Ò", "Ó", "Ô", "Õ", "Ö", "Ù", "Ú", "Û", "Ü", "Ý", "Þ", "à", "á", "â", "ã", "ä", "å", "ç", "è", "é", "ê", "ë", "ï", "ñ", "ò", "ó", "ô", "õ", "ö", "÷", "ù", "ú", "û", "ü", "ý", "þ", "ÿ", "Ā", "ā", "Ă", "ă", "Ć", "ć", "Ē", "ē", "Ĕ", "ĕ", "Ğ", "ğ", "Ī", "Ĭ", "İ", "ł", "Ń", "ń", "Ō", "ō", "Ŏ", "ŏ", "Ś", "ś", "Ş", "ş", "Ū", "ū", "Ŭ", "ŭ", "Ÿ", "Ź", "ź", "Ż", "ż", "Ǔ", "ǔ", "μ", } codechars7 = { "#", "Q", "X", "x", "£", "ß", "Ą", "ą", "Đ", "đ", "Ę", "ę" } codechars8 = { "M", "W", "m", "w", "¤", "¶", "Ø", "ø", "Ł" } codechars9 = { "&", "@", "©", "«", "®", "»" } codechars10 = { "Æ", "æ", "Œ", "œ" } function randomchar(arr) return { n = G.UIT.O, config = { object = DynaText({ string = arr, colours = { G.C.BLACK }, pop_in_rate = 9999999, silent = true, random_element = true, pop_delay = 0.1, scale = 0.4, min_cycle_time = 0, }), }, } end end, } local run = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", name = "cry-Run", key = "run", pos = { x = 5, y = 0 }, cost = 3, atlas = "code", order = 6, can_use = function(self, card) return safe_get(G.GAME, "blind", "in_blind") end, can_bulk_use = true, use = function(self, card, area, copier) G.cry_runarea = CardArea( G.discard.T.x, G.discard.T.y, G.discard.T.w, G.discard.T.h, { type = "discard", card_limit = 1e100 } ) local hand_count = #G.hand.cards for i = 1, hand_count do draw_card(G.hand, G.cry_runarea, i * 100 / hand_count, "down", nil, nil, 0.07) end G.E_MANAGER:add_event(Event({ trigger = "immediate", func = function() G.GAME.current_round.jokers_purchased = 0 G.STATE = G.STATES.SHOP G.GAME.USING_CODE = true G.GAME.USING_RUN = true G.GAME.RUN_STATE_COMPLETE = 0 G.GAME.shop_free = nil G.GAME.shop_d6ed = nil G.STATE_COMPLETE = false G.GAME.current_round.used_packs = {} return true end, })) end, init = function(self) local gfts = G.FUNCS.toggle_shop G.FUNCS.toggle_shop = function(e) gfts(e) if G.GAME.USING_RUN then G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.5, func = function() G.GAME.USING_RUN = false G.GAME.USING_CODE = false return true end, })) local hand_count = #G.cry_runarea.cards for i = 1, hand_count do draw_card(G.cry_runarea, G.hand, i * 100 / hand_count, "up", true) end G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.5, func = function() G.GAME.current_round.used_packs = {} G.cry_runarea:remove() G.cry_runarea = nil G.STATE = G.STATES.SELECTING_HAND return true end, })) end end local gus = Game.update_shop function Game:update_shop(dt) gus(self, dt) if G.GAME.USING_RUN and G.STATE_COMPLETE and G.GAME.RUN_STATE_COMPLETE < 60 then G.shop.alignment.offset.y = -5.3 G.GAME.RUN_STATE_COMPLETE = G.GAME.RUN_STATE_COMPLETE + 1 end end local guis = G.UIDEF.shop function G.UIDEF.shop() local ret = guis() if G.GAME.USING_RUN then G.SHOP_SIGN:remove() G.SHOP_SIGN = { remove = function() return true end, alignment = { offset = { y = 0 } }, } end return ret end end, } local exploit = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "exploit", name = "cry-Exploit", atlas = "code", pos = { x = 1, y = 3, }, cost = 4, order = 28, config = { cry_multiuse = 2, extra = { enteredhand = "" } }, -- i don't think this ever uses config...? loc_vars = function(self, info_queue, card) return { vars = { safe_get(card, "ability", "cry_multiuse") or self.config.cry_multiuse } } end, can_use = function(self, card) return true end, use = function(self, card, area, copier) G.GAME.USING_CODE = true G.ENTERED_HAND = "" G.CHOOSE_HAND = UIBox({ definition = create_UIBox_exploit(card), config = { align = "cm", offset = { x = 0, y = 10 }, major = G.ROOM_ATTACH, bond = "Weak", instance_type = "POPUP", }, }) G.CHOOSE_HAND.alignment.offset.y = 0 G.ROOM.jiggle = G.ROOM.jiggle + 1 G.CHOOSE_HAND:align_to_major() end, init = function(self) function create_UIBox_exploit(card) G.E_MANAGER:add_event(Event({ blockable = false, func = function() G.REFRESH_ALERTS = true return true end, })) local t = create_UIBox_generic_options({ no_back = true, colour = HEX("04200c"), outline_colour = G.C.SECONDARY_SET.Code, contents = { { n = G.UIT.R, nodes = { create_text_input({ colour = G.C.SET.Code, hooked_colour = darken(copy_table(G.C.SET.Code), 0.3), w = 4.5, h = 1, max_length = 24, extended_corpus = true, prompt_text = localize("cry_code_hand"), ref_table = G, ref_value = "ENTERED_HAND", keyboard_offset = 1, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.SET.Code, button = "exploit_apply", label = { localize("cry_code_exploit") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.RED, button = "exploit_apply_previous", label = { localize("cry_code_exploit_previous") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, nodes = { UIBox_button({ colour = G.C.RED, button = "exploit_cancel", label = { localize("cry_code_cancel") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, }, }) return t end G.FUNCS.exploit_apply_previous = function() if G.PREVIOUS_ENTERED_HAND then G.ENTERED_HAND = G.PREVIOUS_ENTERED_HAND or "" end G.FUNCS.exploit_apply() end G.FUNCS.exploit_apply = function() local hand_table = { ["High Card"] = { "high card", "high", "1oak", "1 of a kind", "haha one" }, ["Pair"] = { "pair", "2oak", "2 of a kind", "m" }, ["Two Pair"] = { "two pair", "2 pair", "mm" }, ["Three of a Kind"] = { "three of a kind", "3 of a kind", "3oak", "trips", "triangle" }, ["Straight"] = { "straight", "lesbian", "gay", "bisexual", "asexual" }, ["Flush"] = { "flush", "skibidi", "toilet", "floosh" }, ["Full House"] = { "full house", "full", "that 70s show", "modern family", "family matters", "the middle", }, ["Four of a Kind"] = { "four of a kind", "4 of a kind", "4oak", "22oakoak", "quads", "four to the floor", }, ["Straight Flush"] = { "straight flush", "strush", "slush", "slushie", "slushy" }, ["Five of a Kind"] = { "five of a kind", "5 of a kind", "5oak", "quints" }, ["Flush House"] = { "flush house", "flouse", "outhouse" }, ["Flush Five"] = { "flush five", "fish", "you know what that means", "five of a flush" }, ["cry_Bulwark"] = { "bulwark", "flush rock", "stoned", "stone flush", "flush stone" }, ["cry_Clusterfuck"] = { "clusterfuck", "fuck", "wtf" }, ["cry_UltPair"] = { "ultimate pair", "ultpair", "ult pair", "pairpairpair" }, ["cry_WholeDeck"] = { "the entire fucking deck", "deck", "tefd", "fifty-two", "you are fuck deck" }, } local current_hand = nil for k, v in pairs(SMODS.PokerHands) do local index = v.key local current_name = G.localization.misc.poker_hands[index] if not hand_table[v.key] then hand_table[v.key] = { current_name } end end for i, v in pairs(hand_table) do for j, k in pairs(v) do if string.lower(G.ENTERED_HAND) == string.lower(k) then current_hand = i end end end if current_hand and G.GAME.hands[current_hand].visible then G.PREVIOUS_ENTERED_HAND = G.ENTERED_HAND G.GAME.cry_exploit_override = current_hand G.FUNCS.exploit_cancel() return end end G.FUNCS.exploit_cancel = function() G.CHOOSE_HAND:remove() G.GAME.USING_CODE = false end -- mess with poker hand evaluation local evaluate_poker_hand_ref = evaluate_poker_hand function evaluate_poker_hand(hand) local results = evaluate_poker_hand_ref(hand) if G.GAME.cry_exploit_override then if not results[G.GAME.cry_exploit_override][1] then for _, v in ipairs(G.handlist) do if results[v][1] then results[G.GAME.cry_exploit_override] = results[v] break end end end end return results end local htuis = G.FUNCS.hand_text_UI_set G.FUNCS.hand_text_UI_set = function(e) htuis(e) if G.GAME.cry_exploit_override then e.config.object.colours = { G.C.SECONDARY_SET.Code } else e.config.object.colours = { G.C.UI.TEXT_LIGHT } end e.config.object:update_text() end end, } local oboe = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "oboe", name = "cry-oboe", atlas = "code", order = 10, config = { extra = { choices = 1 } }, pos = { x = 2, y = 3, }, cost = 4, can_bulk_use = true, loc_vars = function(self, info_queue, card) if not card then return { vars = { self.config.extra.choices, (safe_get(G.GAME, "cry_oboe") or 0) } } end return { vars = { card.ability.extra.choices, (safe_get(G.GAME, "cry_oboe") or 0) } } end, can_use = function(self, card) return true end, use = function(self, card, area, copier) G.GAME.cry_oboe = (G.GAME.cry_oboe or 0) + card.ability.extra.choices end, bulk_use = function(self, card, area, copier, number) G.GAME.cry_oboe = (G.GAME.cry_oboe or 0) + (card.ability.extra.choices * number) end, } local rework = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "rework", name = "cry-Rework", atlas = "code", order = 25, no_pool_flag = "beta_deck", pos = { x = 3, y = 3, }, cost = 4, loc_vars = function(self, info_queue) info_queue[#info_queue + 1] = { set = "Tag", key = "tag_cry_rework", specific_vars = { "[edition]", "[joker]" } } return { vars = {} } end, can_use = function(self, card) return #G.jokers.highlighted == 1 and not G.jokers.highlighted[1].ability.eternal and G.jokers.highlighted[1].ability.name ~= "cry-meteor" and G.jokers.highlighted[1].ability.name ~= "cry-exoplanet" and G.jokers.highlighted[1].ability.name ~= "cry-stardust" and G.jokers.highlighted[1].config.center.rarity ~= "cry_cursed" and (G.jokers.highlighted[1].ability.name ~= "Diet Cola" or Card.get_gameset(card) == "madness") end, use = function(self, card, area, copier) local jkr = G.jokers.highlighted[1] local found_index = 1 if jkr.edition then for i, v in ipairs(G.P_CENTER_POOLS.Edition) do if v.key == jkr.edition.key then found_index = i break end end end found_index = found_index + 1 if found_index > #G.P_CENTER_POOLS.Edition then found_index = found_index - #G.P_CENTER_POOLS.Edition end local tag = Tag("tag_cry_rework") if not tag.ability then tag.ability = {} end if jkr.config.center.key == "c_base" then jkr.config.center.key = "j_scholar" end tag.ability.rework_key = jkr.config.center.key tag.ability.rework_edition = G.P_CENTER_POOLS.Edition[found_index].key add_tag(tag) --SMODS.Tags.tag_cry_rework.apply(tag, {type = "store_joker_create"}) G.E_MANAGER:add_event(Event({ trigger = "before", delay = 0.75, func = function() jkr:start_dissolve() return true end, })) end, } local rework_tag = { dependencies = { items = { "c_cry_rework", }, }, object_type = "Tag", atlas = "tag_cry", name = "cry-Rework Tag", order = 19, pos = { x = 0, y = 3 }, config = { type = "store_joker_create" }, key = "rework", ability = { rework_edition = nil, rework_key = nil }, loc_vars = function(self, info_queue, tag) local function p(w) r = "" local vowels = { "a", "e", "i", "o", "u" } for i, v in ipairs(vowels) do if string.sub(string.lower(w), 1, 1) == v then r = "n" break end end return r end local ed = safe_get(tag, "ability", "rework_edition") and localize({ type = "name_text", set = "Edition", key = tag.ability.rework_edition }) or "[" .. string.lower(localize("k_edition")) .. "]" return { vars = { ed, safe_get(tag, "ability", "rework_key") and localize({ type = "name_text", set = "Joker", key = tag.ability.rework_key }) or "[" .. string.lower(localize("k_joker")) .. "]", string.sub(ed, 1, 1) ~= "[" and p(ed) or "n", }, } end, apply = function(self, tag, context) if context.type == "store_joker_create" then local card = create_card("Joker", context.area, nil, nil, nil, nil, (tag.ability.rework_key or "j_scholar")) create_shop_card_ui(card, "Joker", context.area) card:set_edition((tag.ability.rework_edition or "e_foil"), true, nil, true) card.states.visible = false tag:yep("+", G.C.FILTER, function() card:start_materialize() return true end) tag.triggered = true G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.5, func = function() save_run() --fixes savescum bugs hopefully? return true end, })) return card end end, in_pool = function() return false end, } local patch = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "patch", name = "cry-patch", atlas = "code", order = 26, config = {}, pos = { x = 1, y = 4, }, cost = 4, can_bulk_use = true, loc_vars = function(self, info_queue, card) return {} end, can_use = function(self, card) return true end, use = function(self, card, area, copier) for i = 1, #G.hand.cards do local CARD = G.hand.cards[i] G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() CARD:flip() return true end, })) end for i = 1, #G.jokers.cards do local CARD = G.jokers.cards[i] G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() CARD:flip() return true end, })) end for i = 1, #G.consumeables.cards do local CARD = G.consumeables.cards[i] G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() CARD:flip() return true end, })) end delay(0.2) for i = 1, #G.hand.cards do local CARD = G.hand.cards[i] G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() if CARD.facing == "back" then CARD:flip() end CARD.debuff = false CARD.cry_debuff_immune = true CARD.ability.perishable = nil CARD.pinned = nil CARD:set_rental(nil) if not CARD.sob then CARD:set_eternal(nil) end CARD.ability.banana = nil if Cryptid.enabled["Spooky"] then CARD.ability.cry_possessed = nil SMODS.Stickers.cry_flickering:apply(CARD, nil) end play_sound("tarot2", percent) CARD:juice_up(0.3, 0.3) return true end, })) end for i = 1, #G.jokers.cards do local CARD = G.jokers.cards[i] G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() if CARD.facing == "back" then CARD:flip() end CARD.debuff = false CARD.ability.perishable = nil CARD.pinned = nil CARD:set_rental(nil) if not CARD.sob then CARD:set_eternal(nil) end CARD.ability.banana = nil if Cryptid.enabled["Spooky"] then CARD.ability.cry_possessed = nil SMODS.Stickers.cry_flickering:apply(CARD, nil) end play_sound("card1", percent) CARD:juice_up(0.3, 0.3) return true end, })) end for i = 1, #G.consumeables.cards do local CARD = G.consumeables.cards[i] G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.15, func = function() if CARD.facing == "back" then CARD:flip() end CARD.debuff = false CARD.ability.perishable = nil CARD.pinned = nil CARD:set_rental(nil) if not CARD.sob then CARD:set_eternal(nil) end CARD.ability.banana = nil if Cryptid.enabled["Spooky"] then CARD.ability.cry_possessed = nil SMODS.Stickers.cry_flickering:apply(CARD, nil) end play_sound("card1", percent) CARD:juice_up(0.3, 0.3) return true end, })) end end, } local ctrl_v = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "ctrl_v", name = "cry-Ctrl-V", atlas = "code", order = 27, config = {}, pos = { x = 2, y = 4, }, cost = 4, can_bulk_use = true, loc_vars = function(self, info_queue, card) return {} end, can_use = function(self, card) return #G.hand.highlighted + #G.consumeables.highlighted == 2 end, use = function(self, card, area, copier) if area then area:remove_from_highlighted(card) end if G.hand.highlighted[1] then G.E_MANAGER:add_event(Event({ func = function() local card = copy_card(G.hand.highlighted[1]) card:add_to_deck() table.insert(G.playing_cards, card) G.hand:emplace(card) return true end, })) end if G.consumeables.highlighted[1] then G.E_MANAGER:add_event(Event({ func = function() local card = copy_card(G.consumeables.highlighted[1]) if card.ability.name and card.ability.name == "cry-Chambered" then card.ability.extra.num_copies = 1 end card:add_to_deck() if Incantation then card:setQty(1) end G.consumeables:emplace(card) return true end, })) end end, bulk_use = function(self, card, area, copier, number) for i = 1, number do if area then area:remove_from_highlighted(card) end if G.hand.highlighted[1] then G.E_MANAGER:add_event(Event({ func = function() local card = copy_card(G.hand.highlighted[1]) card:add_to_deck() G.hand:emplace(card) return true end, })) end if G.consumeables.highlighted[1] then G.E_MANAGER:add_event(Event({ func = function() local card = copy_card(G.consumeables.highlighted[1]) if card.ability.name and card.ability.name == "cry-Chambered" then card.ability.extra.num_copies = 1 end card:add_to_deck() if Incantation then card:setQty(1) end G.consumeables:emplace(card) return true end, })) end end end, } local inst = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "inst", name = "cry-Inst", atlas = "code", order = 28, config = {}, pos = { x = 3, y = 4, }, cost = 4, can_bulk_use = true, loc_vars = function(self, info_queue, card) return {} end, can_use = function(self, card) local selected_cards = {} for i = 1, #G.hand.highlighted do if G.hand.highlighted[i] ~= card then selected_cards[#selected_cards + 1] = G.hand.highlighted[i] end end return #selected_cards == 1 end, use = function(self, card, area, copier) local same = 0 for i = 1, #G.deck.cards do if G.deck.cards[i].base.value == G.hand.highlighted[1].base.value then same = i draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i]) break end end for i = 1, #G.deck.cards do if G.deck.cards[i].base.suit == G.hand.highlighted[1].base.suit and i ~= same then draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i]) break end end end, bulk_use = function(self, card, area, copier, number) for j = 1, number do local same = 0 for i = 1, #G.deck.cards do if G.deck.cards[i].base.value == G.hand.highlighted[1].base.value then same = i draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i]) break end end for i = 1, #G.deck.cards do if G.deck.cards[i].base.suit == G.hand.highlighted[1].base.suit and i ~= same then draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i]) break end end end end, } local alttab = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Code", key = "alttab", name = "cry-Alttab", atlas = "code", order = 28, config = {}, pos = { x = 4, y = 4, }, cost = 4, can_bulk_use = true, loc_vars = function(self, info_queue, card) local ret = localize("k_none") if safe_get(G.GAME, "blind", "in_blind") then if G.GAME.blind:get_type() == "Small" then ret = localize({ type = "name_text", key = G.GAME.round_resets.blind_tags.Small, set = "Tag" }) elseif G.GAME.blind:get_type() == "Big" then ret = localize({ type = "name_text", key = G.GAME.round_resets.blind_tags.Big, set = "Tag" }) elseif G.GAME.blind:get_type() == "Boss" then ret = "???" end end return { vars = { ret } } end, can_use = function(self, card) return safe_get(G.GAME, "blind", "in_blind") end, use = function(self, card, area, copier) local used_consumable = copier or card delay(0.4) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.2, func = function() play_sound("tarot1") local tag = nil local type = G.GAME.blind:get_type() if type == "Boss" then tag = Tag(get_next_tag_key()) else tag = Tag(G.GAME.round_resets.blind_tags[type]) end add_tag(tag) used_consumable:juice_up(0.8, 0.5) return true end, })) delay(1.2) end, bulk_use = function(self, card, area, copier, number) local used_consumable = copier or card delay(0.4) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.2, func = function() for j = 1, number do play_sound("tarot1") local tag = nil local type = G.GAME.blind:get_type() if type == "Boss" then tag = Tag(get_next_tag_key()) else tag = Tag(G.GAME.round_resets.blind_tags[type]) end add_tag(tag) used_consumable:juice_up(0.8, 0.5) delay(0.1) end return true end, })) delay(1.1) end, } local automaton = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Tarot", name = "cry-Automaton", key = "automaton", pos = { x = 5, y = 1 }, config = { create = 1 }, order = 5, atlas = "code", loc_vars = function(self, info_queue, card) return { vars = { safe_get(card, "ability", "create") or self.config.create } } end, can_use = function(self, card) return #G.consumeables.cards < G.consumeables.config.card_limit or card.area == G.consumeables end, use = function(self, card, area, copier) for i = 1, math.min(card.ability.consumeable.create, G.consumeables.config.card_limit - #G.consumeables.cards) do G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.4, func = function() if G.consumeables.config.card_limit > #G.consumeables.cards then play_sound("timpani") local _card = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "cry_automaton") _card:add_to_deck() G.consumeables:emplace(_card) card:juice_up(0.3, 0.5) end return true end, })) end delay(0.6) end, } local green_seal = { dependencies = { items = { "set_cry_code", }, }, object_type = "Seal", name = "cry-Green-Seal", key = "green", badge_colour = HEX("12f254"), --same as code cards atlas = "cry_misc", pos = { x = 1, y = 2 }, calculate = function(self, card, context) if context.cardarea == "unscored" and context.main_scoring then for k, v in ipairs(context.scoring_hand) do v.cry_green_incompat = true end for k, v in ipairs(context.full_hand) do if not v.cry_green_incompat then G.E_MANAGER:add_event(Event({ func = function() if G.consumeables.config.card_limit > #G.consumeables.cards then local c = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "cry_green_seal") c:add_to_deck() G.consumeables:emplace(c) v:juice_up() end return true end, })) end end for k, v in ipairs(context.scoring_hand) do v.cry_green_incompat = nil end end end, } local source = { dependencies = { items = { "cry_green", }, }, object_type = "Consumable", set = "Spectral", name = "cry-Source", order = 9, key = "source", config = { -- This will add a tooltip. mod_conv = "cry_green_seal", -- Tooltip args max_highlighted = 1, }, loc_vars = function(self, info_queue, center) -- Handle creating a tooltip with set args. info_queue[#info_queue + 1] = { set = "Other", key = "cry_green_seal" } return { vars = { center.ability.max_highlighted } } end, cost = 4, atlas = "atlasnotjokers", pos = { x = 2, y = 4 }, use = function(self, card, area, copier) --Good enough for i = 1, #G.hand.highlighted do local highlighted = G.hand.highlighted[i] G.E_MANAGER:add_event(Event({ func = function() play_sound("tarot1") highlighted:juice_up(0.3, 0.5) return true end, })) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.1, func = function() if highlighted then highlighted:set_seal("cry_green") end return true end, })) delay(0.5) G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.2, func = function() G.hand:unhighlight_all() return true end, })) end end, } local pointer = { dependencies = { items = { "set_cry_code", }, }, object_type = "Consumable", set = "Spectral", name = "cry-Pointer", key = "pointer", pos = { x = 4, y = 3 }, hidden = true, soul_set = "Code", order = 41, atlas = "code", can_use = function(self, card) return true end, loc_vars = function(self, info_queue, center) return { vars = { (SMODS.Mods["jen"] or {}).can_load and "and OMEGA consumables " or "" } } end, use = function(self, card, area, copier) G.GAME.USING_CODE = true G.GAME.USING_POINTER = true G.ENTERED_CARD = "" G.CHOOSE_CARD = UIBox({ definition = create_UIBox_pointer(card), config = { align = "cm", offset = { x = 0, y = 10 }, major = G.ROOM_ATTACH, bond = "Weak", instance_type = "POPUP", }, }) G.CHOOSE_CARD.alignment.offset.y = 0 G.ROOM.jiggle = G.ROOM.jiggle + 1 G.CHOOSE_CARD:align_to_major() end, init = function(self) function create_UIBox_pointer(card) G.E_MANAGER:add_event(Event({ blockable = false, func = function() G.REFRESH_ALERTS = true return true end, })) local t = create_UIBox_generic_options({ no_back = true, colour = HEX("04200c"), outline_colour = G.C.SECONDARY_SET.Code, contents = { { n = G.UIT.R, nodes = { create_text_input({ colour = G.C.SET.Code, hooked_colour = darken(copy_table(G.C.SET.Code), 0.3), w = 4.5, h = 1, max_length = 100, extended_corpus = true, prompt_text = localize("cry_code_enter_card"), ref_table = G, ref_value = "ENTERED_CARD", keyboard_offset = 1, }), }, }, { n = G.UIT.R, config = { align = "cm" }, nodes = { UIBox_button({ colour = G.C.SET.Code, button = "pointer_apply", label = { localize("cry_code_create") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, config = { align = "cm" }, nodes = { UIBox_button({ colour = G.C.SET.Code, button = "your_collection", label = { localize("b_collection_cap") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, config = { align = "cm" }, nodes = { UIBox_button({ colour = G.C.RED, button = "pointer_apply_previous", label = { localize("cry_code_create_previous") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, { n = G.UIT.R, config = { align = "cm" }, nodes = { UIBox_button({ colour = G.C.RED, button = "pointer_cancel", label = { localize("cry_code_cancel") }, minw = 4.5, focus_args = { snap_to = true }, }), }, }, }, }) return t end G.FUNCS.pointer_cancel = function() G.CHOOSE_CARD:remove() G.GAME.USING_CODE = false G.GAME.USING_POINTER = false end G.FUNCS.pointer_apply_previous = function() if G.PREVIOUS_ENTERED_CARD then G.ENTERED_CARD = G.PREVIOUS_ENTERED_CARD or "" end G.FUNCS.pointer_apply() end local aliases = { jimbo = "joker", ["gary mccready"] = "joker", greedy = "greedy joker", lusty = "lusty joker", wrathful = "wrathful joker", gluttonous = "gluttonous joker", jolly = "jolly joker", zany = "zany joker", mad = "mad joker", crazy = "crazy joker", droll = "droll joker", sly = "sly joker", wily = "wily joker", clever = "clever joker", devious = "devious joker", crafty = "crafty joker", half = "half joker", stencil = "joker stencil", dagger = "ceremonial dagger", chaos = "chaos the clown", fib = "fibonacci", scary = "scary face", abstract = "abstract joker", delayedgrat = "delayed gratification", banana = "gros michel", steven = "even steven", todd = "odd todd", bus = "ride the bus", faceless = "faceless joker", todo = "to do list", ["to-do"] = "to do list", square = "square joker", seance = "séance", riffraff = "riff-raff", cloudnine = "cloud 9", trousers = "spare trousers", ancient = "ancient joker", mrbones = "mr. bones", smeared = "smeared joker", wee = "wee joker", oopsall6s = "oops! all 6s", all6s = "oops! all 6s", oa6 = "oops! all 6s", idol = "the idol", duo = "the duo", trio = "the trio", family = "the family", order = "the order", tribe = "the tribe", invisible = "invisible joker", driverslicense = "driver's license", burnt = "burnt joker", caino = "canio", house = "happy house", queensgambit = "queen's gambit", weefib = "weebonacci", interest = "compound interest", whip = "the whip", triplet = "triplet rhythm", pepper = "chili pepper", krusty = "krusty the clown", blurred = "blurred joker", gofp = "garden of forking paths", lutn = "light up the night", nsnm = "no sound, no memory", nosoundnomemory = "no sound, no memory", lath = "...like antennas to heaven", likeantennastoheaven = "...like antennas to heaven", consumeable = "consume-able", error = "j_cry_error", ap = "ap joker", rng = "rnjoker", filler = "the filler", duos = "the duos", home = "the home", nuts = "the nuts", quintet = "the quintet", unity = "the unity", swarm = "the swarm", crypto = "crypto coin", googol = "googol play card", googolplay = "googol play card", google = "googol play card", googleplay = "googol play card", googleplaycard = "googol play card", nostalgicgoogol = "nostalgic googol play card", nostalgicgoogolplay = "nostalgic googol play card", nostalgicgoogle = "nostalgic googol play card", nostalgicgoogleplay = "nostalgic googol play card", nostalgicgoogleplaycard = "nostalgic googol play card", oldgoogol = "nostalgic googol play card", oldgoogolplay = "nostalgic googol play card", oldgoogle = "nostalgic googol play card", oldgoogleplay = "nostalgic googol play card", oldgoogleplaycard = "nostalgic googol play card", localthunk = "supercell", ["1fa"] = "one for all", crust = "crustulum", deathstar = "stella mortis", ["jolly?"] = "jolly joker?", scrabble = "scrabble tile", ["13"] = "tredecim", ["overstock+"] = "overstock plus", directorscut = "director's cut", ["3rs"] = "the 3 rs", fool = "the fool", magician = "the magician", priestess = "the high priestess", highpriestess = "the high priestess", empress = "the empress", emperor = "the emperor", hierophant = "the hierophant", lovers = "the lovers", chariot = "the chariot", hermit = "the hermit", wheeloffortune = "the wheel of fortune", hangedman = "the hanged man", devil = "the devil", tower = "the tower", star = "the star", moon = "the moon", sun = "the sun", world = "the world", automaton = "the automaton", eclipse = "c_cry_eclipse", x = "planet x", X = "planet x", pointer = "pointer://", payload = "://payload", reboot = "://reboot", revert = "://revert", crash = "://crash", semicolon = ";//", [";"] = ";//", malware = "://malware", seed = "://seed", variable = "://variable", class = "://class", commit = "://commit", merge = "://merge", multiply = "://multiply", divide = "://divide", delete = "://delete", machinecode = "://machinecode", run = "://run", exploit = "://exploit", offbyone = "://offbyone", rework = "://rework", patch = "://patch", ctrlv = "://ctrl+v", ["ctrl+v"] = "://ctrl+v", ["ctrl v"] = "://ctrl+v", instantiate = "://INSTANTIATE", inst = "://INSTANTIATE", spaghetti = "://spaghetti", topuptag = "top-up tag", gamblerstag = "gambler's tag", hook = "hook://", ox = "the ox", wall = "the wall", wheel = "the wheel", arm = "the arm", club = "the club", fish = "the fish", psychic = "the psychic", goad = "the goad", water = "the water", window = "the window", manacle = "the manacle", eye = "the eye", mouth = "the mouth", plant = "the plant", serpent = "the serpent", pillar = "the pillar", needle = "the needle", head = "the head", tooth = "the tooth", flint = "the flint", mark = "the mark", oldox = "nostalgic ox", oldhouse = "nostalgic house", oldarm = "nostalgic arm", oldfish = "nostalgic fish", oldmanacle = "nostalgic manacle", oldserpent = "nostalgic serpent", oldpillar = "nostalgic pillar", oldflint = "nostalgic flint", oldmark = "nostalgic mark", tax = "the tax", trick = "the trick", joke = "the joke", hammer = "the hammer", box = "the box", windmill = "the windmill", clock = "the clock", code = "code joker", copypaste = "copy/paste", translucent = "translucent joker", circulus = "circulus pistoris", macabre = "macabre joker", -- Jen's Almanac aliases freddy = "freddy snowshoe", paupovlin = "paupovlin revere", poppin = "paupovlin revere", jen = "jen walter", dandy = 'Dandicus "Dandy" Dancifer', --should I add "reverse ___" prefixes for the reverse tarots? survivor = "the survivor", monk = "the monk", hunter = "the hunter", gourmand = "the gourmand", saint = "the saint", genius = "the genius", scientist = "the scientist", peasant = "the peasant", adversary = "the adversary", rivals = "the rivals", hitchhiker = "the hitchhiker", angel = "the angel", collapse = "the collapse", lowlaywoman = "the low laywoman", laywoman = "the low laywoman", servant = "the servant", extrovert = "the extrovert", discofpenury = "the disc of penury", flash = "the flash", eclipsespectral = "c_jen_reverse_moon", eclipsetorat = "c_jen_reverse_moon", darkness = "the darkness", void = "the void", topuptoken = "top-up token", sagittarius = "sagittarius a*", ["sagitarius a*"] = "sagittarius a*", --minor spelling mistakes are forgiven sagitarius = "sagittarius a*", --minor spelling mistakes are forgiven } for k, v in pairs(aliases) do Cryptid.aliases[k] = v end G.FUNCS.pointer_apply = function() local function apply_lower(str) -- Remove content within {} and any remaining spaces str = str:gsub("%b{}", ""):gsub("%s+", "") --this weirdness allows you to get m and M separately if string.len(str) == 1 then return str end return string.lower(str) end local current_card local entered_card = G.ENTERED_CARD G.PREVIOUS_ENTERED_CARD = G.ENTERED_CARD local aliases = Cryptid.aliases if aliases[apply_lower(entered_card)] then entered_card = aliases[apply_lower(entered_card)] end for i, v in pairs(G.P_CENTERS) do if v.name and apply_lower(entered_card) == apply_lower(v.name) then current_card = i end if apply_lower(entered_card) == apply_lower(i) then current_card = i end if apply_lower(entered_card) == apply_lower(localize({ type = "name_text", set = v.set, key = i })) then current_card = i end end if current_card then local created = false if G.P_CENTERS[current_card].set == "Joker" and G.P_CENTERS[current_card].unlocked and not G.GAME.banned_keys[current_card] and (G.P_CENTERS[current_card].rarity ~= "cry_exotic" or #SMODS.find_card("j_jen_p03") > 0) and not (Jen and Jen.overpowered(G.P_CENTERS[current_card].rarity)) then local card = create_card("Joker", G.jokers, nil, nil, nil, nil, current_card) card:add_to_deck() G.jokers:emplace(card) created = true end if G.P_CENTERS[current_card].consumeable and G.P_CENTERS[current_card].set ~= "jen_omegaconsumable" and not G.GAME.banned_keys[current_card] then local card = create_card("Consumeable", G.consumeables, nil, nil, nil, nil, current_card) if card.ability.name and card.ability.name == "cry-Chambered" then card.ability.extra.num_copies = 1 end card:add_to_deck() G.consumeables:emplace(card) created = true end if G.P_CENTERS[current_card].set == "Voucher" and G.P_CENTERS[current_card].unlocked and not G.GAME.banned_keys[current_card] then 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 local card = create_card("Voucher", area, nil, nil, nil, nil, current_card) 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, })) created = true end if G.P_CENTERS[current_card].set == "Booster" and not G.GAME.banned_keys[current_card] and (G.P_CENTERS[current_card].name ~= "Exotic Buffoon Pack" or #SMODS.find_card("j_jen_p03") ~= 0) and G.STATE ~= G.STATES.TAROT_PACK and G.STATE ~= G.STATES.SPECTRAL_PACK and G.STATE ~= G.STATES.STANDARD_PACK and G.STATE ~= G.STATES.BUFFOON_PACK and G.STATE ~= G.STATES.PLANET_PACK and G.STATE ~= G.STATES.SMODS_BOOSTER_OPENED then local card = create_card("Booster", G.hand, nil, nil, nil, nil, current_card) card.cost = 0 card.from_tag = true G.FUNCS.use_card({ config = { ref_table = card } }) card:start_materialize() created = true end if created then G.CHOOSE_CARD:remove() G.GAME.USING_CODE = false G.GAME.USING_POINTER = false return end end for i, v in pairs(G.P_TAGS) do if v.name and apply_lower(entered_card) == apply_lower(v.name) then current_card = i end if apply_lower(entered_card) == apply_lower(i) then current_card = i end if apply_lower(entered_card) == apply_lower(localize({ type = "name_text", set = v.set, key = i })) then current_card = i end end if current_card and not G.P_CENTERS[current_card] and not G.GAME.banned_keys[current_card] then local created = false local t = Tag(current_card, nil, "Big") add_tag(t) if current_card == "tag_orbital" then local _poker_hands = {} for k, v in pairs(G.GAME.hands) do if v.visible then _poker_hands[#_poker_hands + 1] = k end end t.ability.orbital_hand = pseudorandom_element(_poker_hands, pseudoseed("cry_pointer_orbital")) end if current_card == "tag_cry_rework" then --tbh this is the most unbalanced part of the card t.ability.rework_edition = pseudorandom_element(G.P_CENTER_POOLS.Edition, pseudoseed("cry_pointer_edition")).key t.ability.rework_key = pseudorandom_element(G.P_CENTER_POOLS.Joker, pseudoseed("cry_pointer_joker")).key end G.CHOOSE_CARD:remove() G.GAME.USING_CODE = false G.GAME.USING_POINTER = false return end for i, v in pairs(G.P_BLINDS) do if v.name and apply_lower(entered_card) == apply_lower(v.name) then current_card = i end if apply_lower(entered_card) == apply_lower(i) then current_card = i end if apply_lower(entered_card) == apply_lower(localize({ type = "name_text", set = "Blind", key = i })) then current_card = i end end if current_card and not G.P_CENTERS[current_card] and not G.P_TAGS[current_card] and not G.GAME.banned_keys[current_card] then local created = false if not G.GAME.blind or (G.GAME.blind.name == "" or not G.GAME.blind.blind_set) then --from debugplus local par = G.blind_select_opts.boss.parent G.GAME.round_resets.blind_choices.Boss = current_card G.blind_select_opts.boss:remove() G.blind_select_opts.boss = UIBox({ T = { par.T.x, 0, 0, 0 }, definition = { n = G.UIT.ROOT, config = { align = "cm", colour = G.C.CLEAR, }, nodes = { UIBox_dyn_container( { create_UIBox_blind_choice("Boss") }, false, get_blind_main_colour("Boss"), mix_colours(G.C.BLACK, get_blind_main_colour("Boss"), 0.8) ), }, }, config = { align = "bmi", offset = { x = 0, y = G.ROOM.T.y + 9, }, major = par, xy_bond = "Weak", }, }) par.config.object = G.blind_select_opts.boss par.config.object:recalculate() G.blind_select_opts.boss.parent = par G.blind_select_opts.boss.alignment.offset.y = 0 for i = 1, #G.GAME.tags do if G.GAME.tags[i]:apply_to_run({ type = "new_blind_choice", }) then break end end created = true else G.GAME.blind:set_blind(G.P_BLINDS[current_card]) ease_background_colour_blind(G.STATE) created = true end if created then G.CHOOSE_CARD:remove() G.GAME.USING_CODE = false G.GAME.USING_POINTER = false end end if not current_card then -- if card isn't created yet, try playing cards local words = {} for i in string.gmatch(string.lower(entered_card), "%S+") do -- not using apply_lower because we actually want the spaces here table.insert(words, i) end local rank_table = { { "stone" }, { "2", "Two", "II" }, { "3", "Three", "III" }, { "4", "Four", "IV" }, { "5", "Five", "V" }, { "6", "Six", "VI" }, { "7", "Seven", "VII" }, { "8", "Eight", "VIII" }, { "9", "Nine", "IX" }, { "10", "1O", "Ten", "X", "T" }, { "J", "Jack" }, { "Q", "Queen" }, { "K", "King" }, { "A", "Ace", "One", "1", "I" }, } -- ty variable local _rank = nil for m = #words, 1, -1 do -- the legendary TRIPLE LOOP, checking from end since rank is most likely near the end for i, v in pairs(rank_table) do for j, k in pairs(v) do if words[m] == string.lower(k) then _rank = i break end end if _rank then break end end if _rank then break end end if _rank then -- a playing card is going to get created at this point, but we can find additional descriptors local suit_table = { ["Spades"] = { "spades" }, ["Hearts"] = { "hearts" }, ["Clubs"] = { "clubs" }, ["Diamonds"] = { "diamonds" }, } for k, v in pairs(SMODS.Suits) do local index = v.key local current_name = G.localization.misc.suits_plural[index] if not suit_table[v.key] then suit_table[v.key] = { string.lower(current_name) } end end -- i'd rather be pedantic and not forgive stuff like "spade", there's gonna be a lot of checks -- can change that if need be local enh_table = { ["m_lucky"] = { "lucky" }, ["m_mult"] = { "mult" }, ["m_bonus"] = { "bonus" }, ["m_wild"] = { "wild" }, ["m_steel"] = { "steel" }, ["m_glass"] = { "glass" }, ["m_gold"] = { "gold" }, ["m_stone"] = { "stone" }, ["m_cry_echo"] = { "echo" }, } for k, v in pairs(G.P_CENTER_POOLS.Enhanced) do local index = v.key local current_name = G.localization.descriptions.Enhanced[index].name current_name = current_name:gsub(" Card$", "") if not enh_table[v.key] then enh_table[v.key] = { string.lower(current_name) } end end local ed_table = { ["e_base"] = { "base" }, ["e_foil"] = { "foil" }, ["e_holo"] = { "holo" }, ["e_polychrome"] = { "polychrome" }, ["e_negative"] = { "negative" }, ["e_cry_mosaic"] = { "mosaic" }, ["e_cry_oversat"] = { "oversat" }, ["e_cry_glitched"] = { "glitched" }, ["e_cry_astral"] = { "astral" }, ["e_cry_blur"] = { "blurred" }, ["e_cry_gold"] = { "golden" }, ["e_cry_glass"] = { "fragile" }, ["e_cry_m"] = { "jolly" }, ["e_cry_noisy"] = { "noisy" }, ["e_cry_double_sided"] = { "double-sided", "double_sided", "double" }, -- uhhh sure } for k, v in pairs(G.P_CENTER_POOLS.Edition) do local index = v.key local current_name = G.localization.descriptions.Edition[index].name if not ed_table[v.key] then ed_table[v.key] = { string.lower(current_name) } end end local seal_table = { ["Red"] = { "red" }, ["Blue"] = { "blue" }, ["Purple"] = { "purple" }, ["Gold"] = { "gold", "golden" }, -- don't worry we're handling seals differently ["cry_azure"] = { "azure" }, ["cry_green"] = { "green" }, } local sticker_table = { ["eternal"] = { "eternal" }, ["perishable"] = { "perishable" }, ["rental"] = { "rental" }, ["pinned"] = { "pinned" }, ["banana"] = { "banana" }, -- no idea why this evades prefixing ["cry_rigged"] = { "rigged" }, ["cry_flickering"] = { "flickering" }, ["cry_possessed"] = { "possessed" }, ["cry_absolute"] = { "absolute" }, } local function parsley(_table, _word) for i, v in pairs(_table) do for j, k in pairs(v) do if _word == string.lower(k) then return i end end end return "" end local function to_rank(rrank) if rrank <= 10 then return tostring(rrank) elseif rrank == 11 then return "Jack" elseif rrank == 12 then return "Queen" elseif rrank == 13 then return "King" elseif rrank == 14 then return "Ace" end end -- ok with all that fluff out the way now we can figure out what on earth we're creating local _seal_att = false local _suit = "" local _enh = "" local _ed = "" local _seal = "" local _stickers = {} for m = #words, 1, -1 do -- we have a word. figure out what that word is -- this is dodgy spaghetti but w/ever local wword = words[m] if _suit == "" then _suit = parsley(suit_table, wword) end if _enh == "" then _enh = parsley(enh_table, wword) if _enh == "m_gold" and _seal_att == true then _enh = "" end end if _ed == "" then _ed = parsley(ed_table, wword) if _ed == "e_cry_gold" and _seal_att == true then _ed = "" end end if _seal == "" then _seal = parsley(seal_table, wword) if _seal == "Gold" and _seal_att == false then _seal = "" end end local _st = parsley(sticker_table, wword) if _st then _stickers[#_stickers + 1] = _st end if wword == "seal" or wword == "sealed" then _seal_att = true else _seal_att = false end -- from end so the next word should describe the seal end -- now to construct the playing card -- i'm doing this by applying everything but maybe it's a bit janky? G.CHOOSE_CARD:remove() G.GAME.USING_CODE = false G.GAME.USING_POINTER = false G.E_MANAGER:add_event(Event({ func = function() G.playing_card = (G.playing_card and G.playing_card + 1) or 1 local _card = create_card("Base", G.play, nil, nil, nil, nil, nil, "pointer") SMODS.change_base( _card, _suit ~= "" and _suit or pseudorandom_element( { "Spades", "Hearts", "Diamonds", "Clubs" }, pseudoseed("sigil") ), _rank > 1 and to_rank(_rank) or nil ) if _enh ~= "" then _card:set_ability(G.P_CENTERS[_enh]) end if _rank == 1 then _card:set_ability(G.P_CENTERS["m_stone"]) end if _seal ~= "" then _card:set_seal(_seal, true, true) end if _ed ~= "" then _card:set_edition(_ed, true, true) end for i = 1, #_stickers do _card.ability[_stickers[i]] = true if _stickers[i] == "pinned" then _card.pinned = true end end _card:start_materialize() G.play:emplace(_card) table.insert(G.playing_cards, _card) playing_card_joker_effects({ _card }) return true end, })) G.E_MANAGER:add_event(Event({ func = function() G.deck.config.card_limit = G.deck.config.card_limit + 1 return true end, })) draw_card(G.play, G.deck, 90, "up", nil) end end end end, } local encoded = { dependencies = { items = { "set_cry_code", "set_cry_deck", }, }, object_type = "Back", name = "cry-Encoded", key = "encoded", order = 11, pos = { x = 2, y = 5 }, atlas = "atlasdeck", apply = function(self) G.GAME.joker_rate = 0 G.GAME.planet_rate = 0 G.GAME.tarot_rate = 0 G.GAME.code_rate = 1e100 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, } local CodeJoker = { dependencies = { items = { "set_cry_epic", "set_cry_code", }, }, object_type = "Joker", name = "cry-CodeJoker", key = "CodeJoker", pos = { x = 2, y = 4 }, loc_vars = function(self, info_queue, center) info_queue[#info_queue + 1] = { key = "e_negative_consumable", set = "Edition", config = { extra = 1 } } end, rarity = "cry_epic", cost = 11, order = 109, blueprint_compat = true, atlas = "atlasepic", calculate = function(self, card, context) if context.setting_blind and not (context.blueprint_card or self).getting_sliced then play_sound("timpani") local card = create_card("Code", G.consumables, nil, nil, nil, nil) card:set_edition({ negative = true, }) card:add_to_deck() G.consumeables:emplace(card) card:juice_up(0.3, 0.5) return nil, true end end, cry_credits = { idea = { "Kailen", }, art = { "Kailen", }, code = { "Kailen", }, }, unlocked = false, check_for_unlock = function(self, args) if G.P_CENTER_POOLS["Code"] then local count = 0 local count2 = 0 for k, v in pairs(G.P_CENTER_POOLS["Code"]) do count2 = count2 + 1 if safe_get(v, "discovered") == true then count = count + 1 end end if count == count2 then unlock_card(self) end end if args.type == "cry_lock_all" then lock_card(self) end if args.type == "cry_unlock_all" then unlock_card(self) end end, } local copypaste = { dependencies = { items = { "set_cry_epic", "set_cry_code", }, }, object_type = "Joker", name = "cry-copypaste", key = "copypaste", pos = { x = 3, y = 4 }, order = 110, immune_to_chemach = true, config = { extra = { odds = 2, ckt = nil } }, -- what is a ckt rarity = "cry_epic", cost = 14, blueprint_compat = true, loc_vars = function(self, info_queue, card) return { vars = { card and cry_prob( math.min(card.ability.extra.odds / 2, card.ability.cry_prob or 1), card.ability.extra.odds, card.ability.cry_rigged ) or 1, card and card.ability.extra.odds or 2, }, -- this effectively prevents a copypaste from ever initially misprinting at above 50% odds. still allows rigging/oops key = Card.get_gameset(card) ~= "madness" and "j_cry_copypaste" or "j_cry_copypaste2", } end, atlas = "atlasepic", calculate = function(self, card, context) if context.using_consumeable and context.consumeable.ability.set == "Code" and not context.consumeable.beginning_end and not card.ability.extra.ckt then if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then if pseudorandom("cry_copypaste_joker") < cry_prob( math.min(card.ability.extra.odds / 2, card.ability.cry_prob), card.ability.extra.odds, card.ability.cry_rigged ) / card.ability.extra.odds then G.E_MANAGER:add_event(Event({ func = function() local cards = copy_card(context.consumeable) cards:add_to_deck() G.consumeables:emplace(cards) return true end, })) card_eval_status_text( context.blueprint_cards or card, "extra", nil, nil, nil, { message = localize("k_copied_ex") } ) if Card.get_gameset(card) ~= "madness" then card.ability.extra.ckt = true end end end elseif context.end_of_round and not context.retrigger_joker and not context.blueprint and card.ability.extra.ckt then card.ability.extra.ckt = nil return { message = localize("k_reset"), card = card, } end end, cry_credits = { idea = { "Auto Watto", }, art = { "Kailen", }, code = { "Auto Watto", }, }, } local cut = { dependencies = { items = { "set_cry_code", "set_cry_misc_joker", }, }, object_type = "Joker", name = "cry-cut", key = "cut", config = { extra = { Xmult = 1, Xmult_mod = 0.5 } }, pos = { x = 2, y = 2 }, rarity = 2, cost = 7, order = 108, blueprint_compat = true, perishable_compat = false, atlas = "atlasthree", calculate = function(self, card, context) if context.ending_shop then local destructable_codecard = {} for i = 1, #G.consumeables.cards do if G.consumeables.cards[i].ability.set == "Code" and not G.consumeables.cards[i].getting_sliced and not G.consumeables.cards[i].ability.eternal then destructable_codecard[#destructable_codecard + 1] = G.consumeables.cards[i] end end local codecard_to_destroy = #destructable_codecard > 0 and pseudorandom_element(destructable_codecard, pseudoseed("cut")) or nil if codecard_to_destroy then codecard_to_destroy.getting_sliced = true card.ability.extra.Xmult = card.ability.extra.Xmult + card.ability.extra.Xmult_mod G.E_MANAGER:add_event(Event({ func = function() (context.blueprint_card or card):juice_up(0.8, 0.8) codecard_to_destroy:start_dissolve({ G.C.RED }, nil, 1.6) return true end, })) if not (context.blueprint_card or self).getting_sliced then card_eval_status_text((context.blueprint_card or card), "extra", nil, nil, nil, { message = localize({ type = "variable", key = "a_xmult", vars = { number_format(to_big(card.ability.extra.Xmult)) }, }), }) end return nil, true end end if context.joker_main and (to_big(card.ability.extra.Xmult) > to_big(1)) then return { message = localize({ type = "variable", key = "a_xmult", vars = { number_format(card.ability.extra.Xmult), }, }), Xmult_mod = card.ability.extra.Xmult, colour = G.C.MULT, } end end, loc_vars = function(self, info_queue, center) return { vars = { center.ability.extra.Xmult_mod, center.ability.extra.Xmult } } end, cry_credits = { idea = { "Auto Watto", }, art = { "Kailen", }, code = { "Auto Watto", }, }, } local blender = { dependencies = { items = { "set_cry_code", "set_cry_misc_joker", }, }, object_type = "Joker", name = "cry-blender", key = "blender", pos = { x = 3, y = 2 }, rarity = 1, cost = 5, blueprint_compat = true, atlas = "atlasthree", order = 111, calculate = function(self, card, context) if context.using_consumeable and context.consumeable.ability.set == "Code" and not context.consumeable.beginning_end then if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then local card = create_card("Consumeables", G.consumables, nil, nil, nil, nil, nil, "cry_blender") card:add_to_deck() G.consumeables:emplace(card) end end end, cry_credits = { idea = { "HexaCryonic", }, art = { "Kailen", }, code = { "Kailen", }, }, } local python = { dependencies = { items = { "set_cry_code", "set_cry_misc_joker", }, }, object_type = "Joker", name = "cry-python", key = "python", config = { extra = { Xmult = 1, Xmult_mod = 0.15 } }, pos = { x = 4, y = 2 }, rarity = 2, cost = 7, blueprint_compat = true, perishable_compat = false, atlas = "atlasthree", order = 112, loc_vars = function(self, info_queue, center) return { vars = { center.ability.extra.Xmult_mod, center.ability.extra.Xmult } } end, calculate = function(self, card, context) if context.using_consumeable and context.consumeable.ability.set == "Code" and not context.consumeable.beginning_end then card.ability.extra.Xmult = card.ability.extra.Xmult + card.ability.extra.Xmult_mod G.E_MANAGER:add_event(Event({ func = function() card_eval_status_text(card, "extra", nil, nil, nil, { message = localize({ type = "variable", key = "a_xmult", vars = { card.ability.extra.Xmult }, }), }) return true end, })) return end if context.joker_main and (to_big(card.ability.extra.Xmult) > to_big(1)) then return { message = localize({ type = "variable", key = "a_xmult", vars = { card.ability.extra.Xmult } }), Xmult_mod = card.ability.extra.Xmult, } end end, cry_credits = { idea = { "HexaCryonic", }, art = { "Kailen", }, code = { "Kailen", }, }, } local code_cards = { code, pack1, pack2, packJ, packM, console, automaton, green_seal, source, pointer, cut, blender, python, payload, reboot, revert, crash, semicolon, malware, seed, rigged, --hook, hooked, variable, class, commit, merge, multiply, divide, delete, machinecode, run, exploit, oboe, rework, rework_tag, --patch, ctrl_v, inst, alttab, encoded, spaghetti, CodeJoker, copypaste, } return { name = "Code Cards", init = function() --allow Program Packs to let you keep the cards local G_UIDEF_use_and_sell_buttons_ref = G.UIDEF.use_and_sell_buttons function G.UIDEF.use_and_sell_buttons(card) if (card.area == G.pack_cards and G.pack_cards) and card.ability.consumeable then --Add a use button if card.ability.set == "Code" then return { n = G.UIT.ROOT, config = { padding = -0.1, colour = G.C.CLEAR }, nodes = { { n = G.UIT.R, config = { ref_table = card, r = 0.08, padding = 0.1, align = "bm", minw = 0.5 * card.T.w - 0.15, minh = 0.7 * card.T.h, maxw = 0.7 * card.T.w - 0.15, hover = true, shadow = true, colour = G.C.UI.BACKGROUND_INACTIVE, one_press = true, button = "use_card", func = "can_reserve_card", }, nodes = { { n = G.UIT.T, config = { text = localize("b_pull"), colour = G.C.UI.TEXT_LIGHT, scale = 0.55, shadow = true, }, }, }, }, { n = G.UIT.R, config = { ref_table = card, r = 0.08, padding = 0.1, align = "bm", minw = 0.5 * card.T.w - 0.15, maxw = 0.9 * card.T.w - 0.15, minh = 0.1 * card.T.h, hover = true, shadow = true, colour = G.C.UI.BACKGROUND_INACTIVE, one_press = true, button = "Do you know that this parameter does nothing?", func = "can_use_consumeable", }, nodes = { { n = G.UIT.T, config = { text = localize("b_use"), colour = G.C.UI.TEXT_LIGHT, scale = 0.45, shadow = true, }, }, }, }, { n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } }, { n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } }, { n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } }, { n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } }, -- Betmma can't explain it, neither can I }, } end end return G_UIDEF_use_and_sell_buttons_ref(card) end --Code from Betmma's Vouchers G.FUNCS.can_reserve_card = function(e) if #G.consumeables.cards < G.consumeables.config.card_limit then e.config.colour = G.C.GREEN e.config.button = "reserve_card" else e.config.colour = G.C.UI.BACKGROUND_INACTIVE e.config.button = nil end end G.FUNCS.reserve_card = function(e) local c1 = e.config.ref_table G.E_MANAGER:add_event(Event({ trigger = "after", delay = 0.1, func = function() c1.area:remove_card(c1) c1:add_to_deck() if c1.children.price then c1.children.price:remove() end c1.children.price = nil if c1.children.buy_button then c1.children.buy_button:remove() end c1.children.buy_button = nil remove_nils(c1.children) G.consumeables:emplace(c1) G.GAME.pack_choices = G.GAME.pack_choices - 1 if G.GAME.pack_choices <= 0 then G.FUNCS.end_consumeable(nil, delay_fac) end return true end, })) end --some code to make typing more characters better G.FUNCS.text_input_key = function(args) args = args or {} local hook = G.CONTROLLER.text_input_hook if not hook.config.ref_table.extended_corpus then if args.key == "[" or args.key == "]" then return end if args.key == "0" then args.key = "o" end else if string.byte(args.key, 1) >= 128 then print(string.byte(args.key, 1)) args.key = "?" --fix for lovely bugging out end end --shortcut to hook config local hook_config = G.CONTROLLER.text_input_hook.config.ref_table hook_config.orig_colour = hook_config.orig_colour or copy_table(hook_config.colour) args.key = args.key or "%" args.caps = args.caps or G.CONTROLLER.capslock or hook_config.all_caps --capitalize if caps lock or hook requires --Some special keys need to be mapped accordingly before passing through the corpus local keymap = { space = " ", backspace = "BACKSPACE", delete = "DELETE", ["return"] = "RETURN", right = "RIGHT", left = "LEFT", } local corpus = "123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz" .. (hook.config.ref_table.extended_corpus and " 0!$&()<>?:{}+-=,.[]_" or "") if hook.config.ref_table.extended_corpus then local lower_ext = "1234567890-=;',./" local upper_ext = '!@#$%^&*()_+:"<>?' if args.caps then if args.key == "." then args.key = ">" end if args.key == "[" then args.key = "{" end if args.key == "]" then args.key = "}" end if args.key == "\\" then args.key = "|" end end pcall(function() if string.find(lower_ext, args.key) and args.caps then args.key = string.sub(string.sub(upper_ext, string.find(lower_ext, args.key)), 0, 1) end end) end local text = hook_config.text --set key to mapped key or upper if caps is true args.key = keymap[args.key] or (args.caps and string.upper(args.key) or args.key) --Start by setting the cursor position to the correct location TRANSPOSE_TEXT_INPUT(0) if string.len(text.ref_table[text.ref_value]) > 0 and args.key == "BACKSPACE" then --If not at start, remove preceding letter MODIFY_TEXT_INPUT({ letter = "", text_table = text, pos = text.current_position, delete = true, }) TRANSPOSE_TEXT_INPUT(-1) elseif string.len(text.ref_table[text.ref_value]) > 0 and args.key == "DELETE" then --if not at end, remove following letter MODIFY_TEXT_INPUT({ letter = "", text_table = text, pos = text.current_position + 1, delete = true, }) TRANSPOSE_TEXT_INPUT(0) elseif args.key == "RETURN" then --Release the hook if hook.config.ref_table.callback then hook.config.ref_table.callback() end hook.parent.parent.config.colour = hook_config.colour local temp_colour = copy_table(hook_config.orig_colour) hook_config.colour[1] = G.C.WHITE[1] hook_config.colour[2] = G.C.WHITE[2] hook_config.colour[3] = G.C.WHITE[3] ease_colour(hook_config.colour, temp_colour) G.CONTROLLER.text_input_hook = nil elseif args.key == "LEFT" then --Move cursor position to the left TRANSPOSE_TEXT_INPUT(-1) elseif args.key == "RIGHT" then --Move cursor position to the right TRANSPOSE_TEXT_INPUT(1) elseif hook_config.max_length > string.len(text.ref_table[text.ref_value]) and (string.len(args.key) == 1) and (string.find(corpus, args.key, 1, true) or hook.config.ref_table.extended_corpus) then --check to make sure the key is in the valid corpus, add it to the string MODIFY_TEXT_INPUT({ letter = args.key, text_table = text, pos = text.current_position + 1, }) TRANSPOSE_TEXT_INPUT(1) end end local yc = G.FUNCS.your_collection G.FUNCS.your_collection = function(e) if G.CHOOSE_CARD then G.CHOOSE_CARD:remove() G.CHOOSE_CARD = nil end yc(e) end end, items = code_cards, }