LOVELY_INTEGRITY = '4e744c84a896d13965c350778ddd9bc20dc5aeec8b4dd69951b460db6f5383cb' function win_game() if (not G.GAME.seeded and not G.GAME.challenge) or SMODS.config.seeded_unlocks then set_joker_win() set_deck_win() check_and_set_high_score('win_streak', G.PROFILES[G.SETTINGS.profile].high_scores.current_streak.amt+1) check_and_set_high_score('current_streak', G.PROFILES[G.SETTINGS.profile].high_scores.current_streak.amt+1) check_for_unlock({type = 'win_no_hand'}) check_for_unlock({type = 'win_no'}) check_for_unlock({type = 'win_custom'}) check_for_unlock({type = 'win_deck'}) check_for_unlock({type = 'win_stake'}) check_for_unlock({type = 'win'}) inc_career_stat('c_wins', 1) end set_profile_progress() if G.GAME.challenge then G.PROFILES[G.SETTINGS.profile].challenge_progress.completed[G.GAME.challenge] = true set_challenge_unlock() check_for_unlock({type = 'win_challenge'}) G:save_settings() end G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() for k, v in pairs(G.I.CARD) do v.sticker_run = nil end play_sound('win') G.SETTINGS.paused = true G.FUNCS.overlay_menu{ definition = create_UIBox_win(), config = {no_esc = true} } local Jimbo = nil G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 2.5, blocking = false, func = (function() if G.OVERLAY_MENU and G.OVERLAY_MENU:get_UIE_by_ID('jimbo_spot') then Jimbo = Card_Character({x = 0, y = 5}) local spot = G.OVERLAY_MENU:get_UIE_by_ID('jimbo_spot') spot.config.object:remove() spot.config.object = Jimbo Jimbo.ui_object_updated = true Jimbo:add_speech_bubble('wq_'..math.random(1,7), nil, {quip = true}) Jimbo:say_stuff(5) if G.F_JAN_CTA then G.E_MANAGER:add_event(Event({ func = function() Jimbo:add_button(localize('b_wishlist'), 'wishlist_steam', G.C.DARK_EDITION, nil, true, 1.6) return true end})) end end return true end) })) return true end) })) if (not G.GAME.seeded and not G.GAME.challenge) or SMODS.config.seeded_unlocks then G.PROFILES[G.SETTINGS.profile].stake = math.max(G.PROFILES[G.SETTINGS.profile].stake or 1, (G.GAME.stake or 1)+1) end G:save_progress() G.FILE_HANDLER.force = true G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() if not G.SETTINGS.paused then G.GAME.current_round.round_text = 'Endless Round ' return true end end) })) end function end_round() G.GAME.cry_exploit_override = nil G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 0.2, func = function() G.GAME.blind.in_blind = false local game_over = true local game_won = false G.RESET_BLIND_STATES = true G.RESET_JIGGLES = true if G.GAME.current_round.semicolon then game_over = false end if to_big(G.GAME.chips) >= to_big(G.GAME.blind.chips) then game_over = false end -- context.end_of_round calculations SMODS.saved = false SMODS.calculate_context({end_of_round = true, game_over = game_over }) if SMODS.saved then game_over = false end -- TARGET: main end_of_round evaluation if G.GAME.voucher_sticker_index then if G.GAME.voucher_sticker_index.perishable then for k, v in pairs(G.GAME.voucher_sticker_index.perishable) do if v > 1 then G.GAME.voucher_sticker_index.perishable[k] = v - 1 end if v == 1 then G.GAME.voucher_sticker_index.perishable[k] = v - 1 for kk, vv in pairs(G.P_CENTERS) do if k == vv.name then cry_debuff_voucher(kk) G.GAME.used_vouchers.vv = nil G.GAME.used_vouchers[kk] = nil break end end end end end if G.GAME.voucher_sticker_index.rental then local cumulative_rental = 0 for k, v in pairs(G.GAME.voucher_sticker_index.rental) do cumulative_rental = cumulative_rental + G.GAME.cry_voucher_rental_rate end if cumulative_rental > 0 then G.E_MANAGER:add_event(Event({ trigger = 'immediate', blocking = false, blockable = false, func = (function() ease_dollars(-cumulative_rental) return true end)})) end end if G.GAME.voucher_sticker_index.banana then -- i'm pretty sure unredeem breaks if spectrals are disabled? unsure though local voucher_queue = {} local current_round_voucher=G.GAME.current_round.voucher for k, v in pairs(G.GAME.voucher_sticker_index.banana) do if (pseudorandom('byebyevoucher') < G.GAME.probabilities.normal/G.GAME.cry_voucher_banana_odds) then area = G.play local unredeemed_voucher = '' for kk, vv in pairs(G.P_CENTERS) do if k == vv.name then unredeemed_voucher = kk break end end local card = create_card('Voucher', area, nil, nil, nil, nil, unredeemed_voucher) if G.GAME.voucher_edition_index[card.ability.name] then -- i made this bullshit a function local edition = cry_edition_to_table(G.GAME.voucher_edition_index[card.ability.name]) if edition then card:set_edition(edition, true, true) end end if G.GAME.voucher_sticker_index.eternal[card.ability.name] then card:set_eternal(true) card.ability.eternal = true end if G.GAME.voucher_sticker_index.perishable[card.ability.name] then card:set_perishable(true) card.ability.perish_tally = G.GAME.voucher_sticker_index.perishable[card.ability.name] card.ability.perishable = true if G.GAME.voucher_sticker_index.perishable[card.ability.name] == 0 then card.debuff = true end end if G.GAME.voucher_sticker_index.rental[card.ability.name] then card:set_rental(true) card.ability.rental = true end if G.GAME.voucher_sticker_index.pinned[card.ability.name] then card.pinned = true end if G.GAME.voucher_sticker_index.banana[card.ability.name] then card.ability.banana = true end card:start_materialize() area:emplace(card) card.cost=0 card.shop_voucher=false voucher_queue[#voucher_queue+1] = card end end for k, v in pairs(voucher_queue) do v:unredeem() G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 0, func = function() v:start_dissolve() return true end})) end G.GAME.current_round.voucher=current_round_voucher end end local i = 1 while i <= #G.jokers.cards do local gone = G.jokers.cards[i]:calculate_banana() if not gone then i = i + 1 end end i = 1 while i <= #G.consumeables.cards do G.consumeables.cards[i]:cry_calculate_consumeable_rental() G.consumeables.cards[i]:cry_calculate_consumeable_perishable() local gone = nil if not gone then i = i + 1 end end if G.GAME.round_resets.ante >= G.GAME.win_ante and G.GAME.blind_on_deck == 'Boss' then game_won = true G.GAME.won = true end if game_over then G.STATE = G.STATES.GAME_OVER if not G.GAME.won and not G.GAME.seeded and not G.GAME.challenge then G.PROFILES[G.SETTINGS.profile].high_scores.current_streak.amt = 0 end G:save_settings() G.FILE_HANDLER.force = true G.STATE_COMPLETE = false else G.GAME.unused_discards = (G.GAME.unused_discards or 0) + G.GAME.current_round.discards_left if G.GAME.blind and G.GAME.blind.config.blind then discover_card(G.GAME.blind.config.blind) end if G.GAME.blind_on_deck == 'Boss' then local _handname, _played, _order = 'High Card', -1, 100 for k, v in pairs(G.GAME.hands) do if v.played > _played or (v.played == _played and _order > v.order) then _played = v.played _handname = k end end G.GAME.current_round.most_played_poker_hand = _handname end if G.GAME.blind:get_type() == 'Boss' and not G.GAME.seeded and not G.GAME.challenge then G.GAME.current_boss_streak = G.GAME.current_boss_streak + 1 check_and_set_high_score('boss_streak', G.GAME.current_boss_streak) end if G.GAME.current_round.hands_played == 1 then inc_career_stat('c_single_hand_round_streak', 1) else if not G.GAME.seeded and not G.GAME.challenge then G.PROFILES[G.SETTINGS.profile].career_stats.c_single_hand_round_streak = 0 G:save_settings() end end check_for_unlock({type = 'round_win'}) set_joker_usage() if game_won and not G.GAME.win_notified then G.GAME.win_notified = true G.E_MANAGER:add_event(Event({ trigger = 'immediate', blocking = false, blockable = false, func = (function() if G.STATE == G.STATES.ROUND_EVAL then win_game() G.GAME.won = true return true end end) })) end for _,v in ipairs(SMODS.get_card_areas('playing_cards', 'end_of_round')) do SMODS.calculate_end_of_round_effects({ cardarea = v, end_of_round = true }) end local i = 1 while i <= #G.hand.cards do local gone = G.hand.cards[i]:calculate_banana() if not gone then i = i + 1 end end for i = 1, #G.discard.cards do G.discard.cards[i]:calculate_perishable() end i = 1 while i <= #G.deck.cards do G.deck.cards[i]:calculate_perishable() local gone = G.deck.cards[i]:calculate_banana() if not gone then i = i + 1 end end if G.GAME.used_vouchers.v_cry_double_down then local function update_dbl(area) for i = 1, #area.cards do if area.cards[i].dbl_side then --tweak to do deck effects with on the flip side cry_misprintize(area.cards[i].dbl_side, {min = 1.5, max = 1.5}, nil, true) card_eval_status_text(area.cards[i], "extra", nil, nil, nil, { message = localize("k_upgrade_ex") }) end end end update_dbl(G.jokers) update_dbl(G.consumeables) update_dbl(G.hand) update_dbl(G.discard) update_dbl(G.deck) end G.FUNCS.draw_from_hand_to_discard() if G.GAME.blind_on_deck == 'Boss' then G.GAME.voucher_restock = nil if G.GAME.modifiers.set_eternal_ante and (G.GAME.round_resets.ante == G.GAME.modifiers.set_eternal_ante) then for k, v in ipairs(G.jokers.cards) do v:set_eternal(true) end end if G.GAME.modifiers.set_joker_slots_ante and (G.GAME.round_resets.ante == G.GAME.modifiers.set_joker_slots_ante) then G.jokers.config.card_limit = 0 end delay(0.4); ease_ante(G.GAME.blind and G.GAME.blind:cry_calc_ante_gain() or 1); cry_apply_ante_tax(); delay(0.4); check_for_unlock({type = 'ante_up', ante = G.GAME.round_resets.ante + 1}) end G.FUNCS.draw_from_discard_to_deck() G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 0.3, func = function() G.STATE = G.STATES.ROUND_EVAL G.STATE_COMPLETE = false if G.GAME.blind_on_deck == 'Small' then G.GAME.round_resets.blind_states.Small = 'Defeated' elseif G.GAME.blind_on_deck == 'Big' then G.GAME.round_resets.blind_states.Big = 'Defeated' else if G.GAME.current_round.cry_voucher_stickers.pinned == false then if not G.GAME.modifiers.cry_no_vouchers then if not G.GAME.modifiers.cry_voucher_restock_antes or G.GAME.round_resets.ante % G.GAME.modifiers.cry_voucher_restock_antes == 0 then G.GAME.current_round.voucher = get_next_voucher_key() end else very_fair_quip = pseudorandom_element(G.localization.misc.very_fair_quips, pseudoseed("cry_very_fair")) end G.GAME.current_round.cry_voucher_edition = cry_get_next_voucher_edition() G.GAME.current_round.cry_voucher_stickers = cry_get_next_voucher_stickers() end G.GAME.round_resets.blind_states.Boss = 'Defeated' for k, v in ipairs(G.playing_cards) do v.ability.played_this_ante = nil end end if G.GAME.round_resets.temp_handsize then G.hand:change_size(-G.GAME.round_resets.temp_handsize); G.GAME.round_resets.temp_handsize = nil end if G.GAME.round_resets.temp_reroll_cost then G.GAME.round_resets.temp_reroll_cost = nil; calculate_reroll_cost(true) end for _, v in pairs(find_joker("cry-loopy")) do if v.ability.extra.retrigger ~= 0 then v.ability.extra.retrigger = 0 card_eval_status_text(v, 'extra', nil, nil, nil, {message = localize("k_reset"), colour = G.C.GREEN}) end end for i = 1, #G.jokers.cards do G.jokers.cards[i]:calculate_joker({end_of_round2 = true}) end reset_idol_card() reset_mail_rank() reset_ancient_card() reset_castle_card() for _, mod in ipairs(SMODS.mod_list) do if mod.reset_game_globals and type(mod.reset_game_globals) == 'function' then mod.reset_game_globals(false) end end for k, v in ipairs(G.playing_cards) do v.ability.discarded = nil v.ability.forced_selection = nil end return true end })) end return true end })) end function new_round() G.RESET_JIGGLES = nil delay(0.4) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() G.GAME.current_round.discards_left = math.max(0, G.GAME.round_resets.discards + G.GAME.round_bonus.discards) G.GAME.current_round.hands_left = (math.max(1, G.GAME.round_resets.hands + G.GAME.round_bonus.next_hands)) G.GAME.current_round.hands_played = 0 G.GAME.current_round.discards_used = 0 G.GAME.current_round.reroll_cost_increase = 0 G.GAME.current_round.used_packs = {} for k, v in pairs(G.GAME.hands) do v.played_this_round = 0 end for k, v in pairs(G.playing_cards) do v.ability.wheel_flipped = nil end local chaos = find_joker('Chaos the Clown') G.GAME.current_round.free_rerolls = #chaos calculate_reroll_cost(true) G.GAME.round_bonus.next_hands = 0 G.GAME.round_bonus.discards = 0 local blhash = '' if G.GAME.blind_on_deck == 'Small' then G.GAME.round_resets.blind_states.Small = 'Current' G.GAME.current_boss_streak = 0 blhash = 'S' elseif G.GAME.blind_on_deck == 'Big' then G.GAME.round_resets.blind_states.Big = 'Current' G.GAME.current_boss_streak = 0 blhash = 'B' else G.GAME.round_resets.blind_states.Boss = 'Current' blhash = 'L' end G.GAME.subhash = (G.GAME.round_resets.ante)..(blhash) G.GAME.blind:set_blind(G.GAME.round_resets.blind) if G.GAME.modifiers.cry_card_each_round then G.E_MANAGER:add_event(Event({ func = function() local front = pseudorandom_element(G.P_CARDS, pseudoseed('cry_horizon')) G.playing_card = (G.playing_card and G.playing_card + 1) or 1 local edition = G.P_CENTERS.c_base local card = Card(G.play.T.x + G.play.T.w/2, G.play.T.y, G.CARD_W, G.CARD_H, front, G.P_CENTERS.c_base, {playing_card = G.playing_card}) card:start_materialize() if G.GAME.selected_back.effect.config.cry_force_edition and G.GAME.selected_back.effect.config.cry_force_edition ~= "random" then local edition = {} edition[G.GAME.selected_back.effect.config.cry_force_edition] = true card:set_edition(edition, true, true); end G.play:emplace(card) table.insert(G.playing_cards, card) playing_card_joker_effects({true}) 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 if G.GAME.modifiers.cry_conveyor and #G.jokers.cards>0 then local duplicated_joker = copy_card(G.jokers.cards[#G.jokers.cards]) duplicated_joker:add_to_deck() G.jokers:emplace(duplicated_joker) G.jokers.cards[1]:start_dissolve() end G.GAME.current_round.semicolon = false SMODS.calculate_context({setting_blind = true, blind = G.GAME.round_resets.blind}) -- TARGET: setting_blind effects delay(0.4) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() G.STATE = G.STATES.DRAW_TO_HAND G.deck:shuffle('nr'..G.GAME.round_resets.ante) G.deck:hard_set_T() if G.SCORING_COROUTINE then return false end G.STATE_COMPLETE = false return true end })) return true end })) end G.FUNCS.draw_from_deck_to_hand = function(e) if not (G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK or G.STATE == G.STATES.SMODS_BOOSTER_OPENED) and G.hand.config.card_limit <= 0 and #G.hand.cards == 0 then G.STATE = G.STATES.GAME_OVER; G.STATE_COMPLETE = false return true end local hand_space = e if not hand_space then local limit = G.hand.config.card_limit - #G.hand.cards local n = 0 while n < #G.deck.cards do local card = G.deck.cards[#G.deck.cards-n] limit = limit - 1 + (card.edition and card.edition.card_limit or 0) if limit < 0 then break end n = n + 1 end hand_space = n end if G.GAME.blind.name == 'The Serpent' and not G.GAME.blind.disabled and (G.GAME.current_round.hands_played > 0 or G.GAME.current_round.discards_used > 0) then hand_space = math.min(#G.deck.cards, 3) end delay(0.3) for i=1, hand_space do --draw cards from deckL if G.STATE == G.STATES.TAROT_PACK or G.STATE == G.STATES.SPECTRAL_PACK then draw_card(G.deck,G.hand, i*100/hand_space,'up', true) else draw_card(G.deck,G.hand, i*100/hand_space,'up', true) end end end G.FUNCS.discard_cards_from_highlighted = function(e, hook) stop_use() G.CONTROLLER.interrupt.focus = true G.CONTROLLER:save_cardarea_focus('hand') for k, v in ipairs(G.playing_cards) do v.ability.forced_selection = nil end if G.CONTROLLER.focused.target and G.CONTROLLER.focused.target.area == G.hand then G.card_area_focus_reset = {area = G.hand, rank = G.CONTROLLER.focused.target.rank} end local highlighted_count = math.min(#G.hand.highlighted, G.discard.config.card_limit - #G.play.cards) if highlighted_count > 0 then update_hand_text({immediate = true, nopulse = true, delay = 0}, {mult = 0, chips = 0, level = '', handname = ''}) table.sort(G.hand.highlighted, function(a,b) return a.T.x < b.T.x end) inc_career_stat('c_cards_discarded', highlighted_count) SMODS.calculate_context({pre_discard = true, full_hand = G.hand.highlighted, hook = hook}) -- TARGET: pre_discard local cards = {} local destroyed_cards = {} for i=1, highlighted_count do G.hand.highlighted[i]:calculate_seal({discard = true}) local removed = false local effects = {} SMODS.calculate_context({discard = true, other_card = G.hand.highlighted[i], full_hand = G.hand.highlighted}, effects) SMODS.trigger_effects(effects) for _, eval in pairs(effects) do if type(eval) == 'table' then for key, eval2 in pairs(eval) do if key == 'remove' or (type(eval2) == 'table' and eval2.remove) then removed = true end end end end table.insert(cards, G.hand.highlighted[i]) if removed then destroyed_cards[#destroyed_cards + 1] = G.hand.highlighted[i] if SMODS.has_enhancement(G.hand.highlighted[i], 'm_glass') then G.hand.highlighted[i]:shatter() else G.hand.highlighted[i]:start_dissolve() end else G.hand.highlighted[i].ability.discarded = true draw_card(G.hand, G.discard, i*100/highlighted_count, 'down', false, G.hand.highlighted[i]) end end -- context.remove_playing_cards from discard if destroyed_cards[1] then SMODS.calculate_context({remove_playing_cards = true, removed = destroyed_cards}) end -- TARGET: effects after cards destroyed in discard G.GAME.round_scores.cards_discarded.amt = G.GAME.round_scores.cards_discarded.amt + #cards check_for_unlock({type = 'discard_custom', cards = cards}) if not hook then if G.GAME.modifiers.discard_cost then ease_dollars(-G.GAME.modifiers.discard_cost) end ease_discard(-1) G.GAME.current_round.discards_used = G.GAME.current_round.discards_used + 1 G.STATE = G.STATES.DRAW_TO_HAND G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() if G.SCORING_COROUTINE then return false end G.STATE_COMPLETE = false return true end })) end end end G.FUNCS.play_cards_from_highlighted = function(e) if G.play and G.play.cards[1] then return end --check the hand first stop_use() G.GAME.blind.triggered = false G.CONTROLLER.interrupt.focus = true G.CONTROLLER:save_cardarea_focus('hand') for k, v in ipairs(G.playing_cards) do v.ability.forced_selection = nil end table.sort(G.hand.highlighted, function(a,b) return a.T.x < b.T.x end) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() G.STATE = G.STATES.HAND_PLAYED G.STATE_COMPLETE = true return true end })) inc_career_stat('c_cards_played', #G.hand.highlighted) inc_career_stat('c_hands_played', 1) ease_hands_played(-1) delay(0.4) for i=1, #G.hand.highlighted do if G.hand.highlighted[i]:is_face() then inc_career_stat('c_face_cards_played', 1) end G.hand.highlighted[i].base.times_played = G.hand.highlighted[i].base.times_played + 1 G.hand.highlighted[i].ability.played_this_ante = true G.GAME.round_scores.cards_played.amt = G.GAME.round_scores.cards_played.amt + 1 draw_card(G.hand, G.play, i*100/#G.hand.highlighted, 'up', nil, G.hand.highlighted[i]) end check_for_unlock({type = 'run_card_replays'}) if G.GAME.blind:press_play() then G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() SMODS.juice_up_blind() G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.06*G.SETTINGS.GAMESPEED, blockable = false, blocking = false, func = function() play_sound('tarot2', 0.76, 0.4);return true end})) play_sound('tarot2', 1, 0.4) return true end) })) delay(0.4) end G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() check_for_unlock({type = 'hand_contents', cards = G.play.cards}) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() G.FUNCS.evaluate_play() return true end })) G.E_MANAGER:add_event(Event({ trigger = 'after', delay = 0.1, func = function() if G.SCORING_COROUTINE then return false end check_for_unlock({type = 'play_all_hearts'}) G.FUNCS.draw_from_play_to_discard() G.GAME.hands_played = G.GAME.hands_played + 1 G.GAME.current_round.hands_played = G.GAME.current_round.hands_played + 1 return true end })) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() if G.SCORING_COROUTINE then return false end G.STATE_COMPLETE = false return true end })) return true end) })) end G.FUNCS.get_poker_hand_info = function(_cards) local poker_hands = evaluate_poker_hand(_cards) local scoring_hand = {} local text,disp_text,loc_disp_text = 'NULL','NULL', 'NULL' if next(poker_hands["Flush Five"]) then text = "Flush Five"; scoring_hand = poker_hands["Flush Five"][1] elseif next(poker_hands["Flush House"]) then text = "Flush House"; scoring_hand = poker_hands["Flush House"][1] elseif next(poker_hands["Five of a Kind"]) then text = "Five of a Kind"; scoring_hand = poker_hands["Five of a Kind"][1] elseif next(poker_hands["Straight Flush"]) then text = "Straight Flush"; scoring_hand = poker_hands["Straight Flush"][1] elseif next(poker_hands["Four of a Kind"]) then text = "Four of a Kind"; scoring_hand = poker_hands["Four of a Kind"][1] elseif next(poker_hands["Full House"]) then text = "Full House"; scoring_hand = poker_hands["Full House"][1] elseif next(poker_hands["Flush"]) then text = "Flush"; scoring_hand = poker_hands["Flush"][1] elseif next(poker_hands["Straight"]) then text = "Straight"; scoring_hand = poker_hands["Straight"][1] elseif next(poker_hands["Three of a Kind"]) then text = "Three of a Kind"; scoring_hand = poker_hands["Three of a Kind"][1] elseif next(poker_hands["Two Pair"]) then text = "Two Pair"; scoring_hand = poker_hands["Two Pair"][1] elseif next(poker_hands["Pair"]) then text = "Pair"; scoring_hand = poker_hands["Pair"][1] elseif next(poker_hands["High Card"]) then text = "High Card"; scoring_hand = poker_hands["High Card"][1] end disp_text = text if text =='Straight Flush' then local min = 10 for j = 1, #scoring_hand do if scoring_hand[j]:get_id() < min then min =scoring_hand[j]:get_id() end end if min >= 10 then disp_text = 'Royal Flush' end end loc_disp_text = localize(disp_text, 'poker_hands') return text, loc_disp_text, poker_hands, scoring_hand, disp_text end G.FUNCS.evaluate_play = function(e) local text,disp_text,poker_hands,scoring_hand,non_loc_disp_text = G.FUNCS.get_poker_hand_info(G.play.cards) G.GAME.hands[text].played = G.GAME.hands[text].played + 1 if G.GAME.current_round.current_hand.cry_asc_num > 0 then G.GAME.cry_asc_played = G.GAME.cry_asc_played and G.GAME.cry_asc_played+1 or 1 end G.GAME.hands[text].played_this_round = G.GAME.hands[text].played_this_round + 1 G.GAME.last_hand_played = text set_hand_usage(text) G.GAME.hands[text].visible = true --Add all the pure bonus cards to the scoring hand local pures = {} for i=1, #G.play.cards do if next(find_joker('Splash')) then scoring_hand[i] = G.play.cards[i] else if SMODS.always_scores(G.play.cards[i]) then local inside = false for j=1, #scoring_hand do if scoring_hand[j] == G.play.cards[i] then inside = true end end if not inside then table.insert(pures, G.play.cards[i]) end end end end for i=1, #pures do table.insert(scoring_hand, pures[i]) end table.sort(scoring_hand, function (a, b) return a.T.x < b.T.x end ) delay(0.2) for i=1, #scoring_hand do --Highlight all the cards used in scoring and play a sound indicating highlight highlight_card(scoring_hand[i],(i-0.999)/5,'up') end percent = 0.3 percent_delta = 0.08 if G.GAME.current_round.current_hand.handname ~= disp_text then delay(0.3) end update_hand_text({sound = G.GAME.current_round.current_hand.handname ~= disp_text and 'button' or nil, volume = 0.4, immediate = true, nopulse = nil, delay = G.GAME.current_round.current_hand.handname ~= disp_text and 0.4 or 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = cry_ascend(G.GAME.hands[text].mult), chips = cry_ascend(G.GAME.hands[text].chips)}) if not G.GAME.blind:debuff_hand(G.play.cards, poker_hands, text) then mult = mod_mult(cry_ascend(G.GAME.hands[text].mult)) hand_chips = mod_chips(cry_ascend(G.GAME.hands[text].chips)) check_for_unlock({type = 'hand', handname = text, disp_text = non_loc_disp_text, scoring_hand = scoring_hand, full_hand = G.play.cards}) delay(0.4) if G.GAME.first_used_hand_level and G.GAME.first_used_hand_level > 0 then level_up_hand(G.deck.cards[1], text, nil, G.GAME.first_used_hand_level) G.GAME.first_used_hand_level = nil end local hand_text_set = false -- context.before calculations SMODS.calculate_context({full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, before = true}) -- TARGET: effects before scoring starts mult = mod_mult(cry_ascend(G.GAME.hands[text].mult)) hand_chips = mod_chips(cry_ascend(G.GAME.hands[text].chips)) local modded = false mult, hand_chips, modded = G.GAME.blind:modify_hand(G.play.cards, poker_hands, text, mult, hand_chips) mult, hand_chips = mod_mult(mult), mod_chips(hand_chips) if modded then update_hand_text({sound = 'chips2', modded = modded}, {chips = hand_chips, mult = mult}) end delay(0.3) for _, v in ipairs(SMODS.get_card_areas('playing_cards')) do SMODS.calculate_main_scoring({cardarea = v, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands}, v == G.play and scoring_hand or nil) delay(0.3) end --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- --Joker Effects --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- percent = percent + percent_delta for _, area in ipairs(SMODS.get_card_areas('jokers')) do for _, _card in ipairs(area.cards) do local effects = {} -- remove base game joker edition calc local eval = eval_card(_card, {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, edition = true, pre_joker = true}) if eval.edition then effects[#effects+1] = eval end -- Calculate context.joker_main local joker_eval, post = eval_card(_card, {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, joker_main = true}) if next(joker_eval) then if joker_eval.edition then joker_eval.edition = {} end table.insert(effects, joker_eval) for _, v in ipairs(post) do effects[#effects+1] = v end if joker_eval.retriggers then for rt = 1, #joker_eval.retriggers do local rt_eval, rt_post = eval_card(_card, {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, joker_main = true, retrigger_joker = true}) table.insert(effects, {joker_eval.retriggers[rt]}) table.insert(effects, rt_eval) for _, v in ipairs(rt_post) do effects[#effects+1] = v end end end end -- Calculate context.other_joker effects for _, _area in ipairs(SMODS.get_card_areas('jokers')) do for _, _joker in ipairs(_area.cards) do local other_key = 'other_unknown' if _card.ability.set == 'Joker' then other_key = 'other_joker' end if _card.ability.consumeable then other_key = 'other_consumeable' end if _card.ability.set == 'Voucher' then other_key = 'other_voucher' end -- TARGET: add context.other_something identifier to your cards local joker_eval,post = eval_card(_joker, {full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, [other_key] = _card, other_main = _card }) if next(joker_eval) then if joker_eval.edition then joker_eval.edition = {} end joker_eval.jokers.juice_card = _joker table.insert(effects, joker_eval) for _, v in ipairs(post) do effects[#effects+1] = v end if joker_eval.retriggers then for rt = 1, #joker_eval.retriggers do local rt_eval, rt_post = eval_card(_card, {full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, [other_key] = _card, retrigger_joker = true}) table.insert(effects, {joker_eval.retriggers[rt]}) table.insert(effects, rt_eval) for _, v in ipairs(rt_post) do effects[#effects+1] = v end end end end end end -- calculate edition multipliers local eval = eval_card(_card, {cardarea = G.jokers, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, edition = true, post_joker = true}) if eval.edition then effects[#effects+1] = eval end SMODS.trigger_effects(effects, _card) local deck_effect = G.GAME.selected_back:trigger_effect({full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, other_joker = _card.ability.set == 'Joker' and _card or false, other_consumeable = _card.ability.set ~= 'Joker' and _card or false}) if deck_effect then SMODS.calculate_effect(deck_effect, G.deck.cards[1] or G.deck) end end end -- context.final_scoring_step calculations SMODS.calculate_context({full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, final_scoring_step = true}) -- TARGET: effects before deck final_scoring_step local nu_chip, nu_mult = G.GAME.selected_back:trigger_effect{context = 'final_scoring_step', chips = hand_chips, mult = mult} mult = mod_mult(nu_mult or mult) hand_chips = mod_chips(nu_chip or hand_chips) local cards_destroyed = {} for _,v in ipairs(SMODS.get_card_areas('playing_cards', 'destroying_cards')) do SMODS.calculate_destroying_cards({ full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, cardarea = v }, cards_destroyed, v == G.play and scoring_hand or nil) end -- context.remove_playing_cards calculations if cards_destroyed[1] then SMODS.calculate_context({scoring_hand = scoring_hand, remove_playing_cards = true, removed = cards_destroyed}) end -- TARGET: effects when cards are removed local glass_shattered = {} for k, v in ipairs(cards_destroyed) do if v.shattered then glass_shattered[#glass_shattered+1] = v end end check_for_unlock{type = 'shatter', shattered = glass_shattered} for i=1, #cards_destroyed do G.E_MANAGER:add_event(Event({ func = function() if SMODS.has_enhancement(cards_destroyed[i], 'm_glass') then cards_destroyed[i]:shatter() else cards_destroyed[i]:start_dissolve() end return true end })) end else mult = mod_mult(0) hand_chips = mod_chips(0) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() SMODS.juice_up_blind() G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.06*G.SETTINGS.GAMESPEED, blockable = false, blocking = false, func = function() play_sound('tarot2', 0.76, 0.4);return true end})) play_sound('tarot2', 1, 0.4) return true end) })) play_area_status_text("Not Allowed!")--localize('k_not_allowed_ex'), true) --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- --Joker Debuff Effects --+++++++++++++++++++++++++++++++++++++++++++++++++++++++++-- -- context.debuffed_hand calculations SMODS.calculate_context({full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, debuffed_hand = true}) -- TARGET: effects after hand debuffed by blind end G.E_MANAGER:add_event(Event({ trigger = 'after',delay = 0.4, func = (function() update_hand_text({delay = 0, immediate = true}, {mult = 0, chips = 0, chip_total = G.GAME.blind.cry_cap_score and G.GAME.blind:cry_cap_score(math.floor(hand_chips*mult)) or math.floor(hand_chips*mult), level = '', handname = ''});play_sound('button', 0.9, 0.6);return true end) })) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() G.GAME.current_round.current_hand.cry_asc_num = 0;G.GAME.current_round.current_hand.cry_asc_num_text = '';return true end) })) check_and_set_high_score('hand', hand_chips*mult) check_for_unlock({type = 'chip_score', chips = math.floor(hand_chips*mult)}) if to_big(hand_chips)*mult > to_big(0) then delay(0.8) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() play_sound('chips2');return true end) })) end G.E_MANAGER:add_event(Event({ trigger = 'ease', blocking = false, ref_table = G.GAME, ref_value = 'chips', ease_to = G.GAME.chips + (G.GAME.blind.cry_cap_score and G.GAME.blind:cry_cap_score(math.floor(hand_chips*mult)) or math.floor(hand_chips*mult)), delay = 0.5, func = (function(t) return math.floor(t) end) })) G.E_MANAGER:add_event(Event({ trigger = 'ease', blocking = true, ref_table = G.GAME.current_round.current_hand, ref_value = 'chip_total', ease_to = 0, delay = 0.5, func = (function(t) return math.floor(t) end) })) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() G.GAME.current_round.current_hand.handname = '';return true end) })) delay(0.3) -- context.after calculations SMODS.calculate_context({full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, after = true}) -- TARGET: effects after hand evaluation G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = (function() if G.GAME.modifiers.debuff_played_cards then for k, v in ipairs(scoring_hand) do v.ability.perma_debuff = true end end return true end) })) end G.FUNCS.draw_from_play_to_discard = function(e) local play_count = #G.play.cards local it = 1 for k, v in ipairs(G.play.cards) do if (not v.shattered) and (not v.destroyed) then draw_card(G.play,G.discard, it*100/play_count,'down', false, v) it = it + 1 end end end G.FUNCS.draw_from_play_to_hand = function(cards) local gold_count = #cards for i=1, gold_count do --draw cards from play if not cards[i].shattered and not cards[i].destroyed then draw_card(G.play,G.hand, i*100/gold_count,'up', true, cards[i]) end end end G.FUNCS.draw_from_discard_to_deck = function(e) G.E_MANAGER:add_event(Event({ trigger = 'immediate', func = function() local discard_count = #G.discard.cards for i=1, discard_count do --draw cards from deck draw_card(G.discard, G.deck, i*100/discard_count,'up', nil ,nil, 0.005, i%2==0, nil, math.max((21-i)/20,0.7)) end return true end })) end G.FUNCS.draw_from_hand_to_deck = function(e) local hand_count = #G.hand.cards for i=1, hand_count do --draw cards from deck draw_card(G.hand, G.deck, i*100/hand_count,'down', nil, nil, 0.08) end end G.FUNCS.draw_from_hand_to_discard = function(e) local hand_count = #G.hand.cards for i=1, hand_count do draw_card(G.hand,G.discard, i*100/hand_count,'down', nil, nil, 0.07) end end G.FUNCS.evaluate_round = function() total_cashout_rows = 0 local pitch = 0.95 local dollars = 0 if to_big(G.GAME.chips) >= to_big(G.GAME.blind.chips) then add_round_eval_row({dollars = G.GAME.blind.dollars, name='blind1', pitch = pitch}) pitch = pitch + 0.06 dollars = dollars + G.GAME.blind.dollars else add_round_eval_row({dollars = 0, name='blind1', pitch = pitch, saved = true}) pitch = pitch + 0.06 end 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) G.E_MANAGER:add_event(Event({ func = function() ease_background_colour_blind(G.STATES.ROUND_EVAL, '') return true end })) G.GAME.selected_back:trigger_effect({context = 'eval'}) if G.GAME.current_round.hands_left > 0 and not G.GAME.modifiers.no_extra_hand_money then add_round_eval_row({dollars = G.GAME.current_round.hands_left*(G.GAME.modifiers.money_per_hand or 1), disp = G.GAME.current_round.hands_left, bonus = true, name='hands', pitch = pitch}) pitch = pitch + 0.06 dollars = dollars + G.GAME.current_round.hands_left*(G.GAME.modifiers.money_per_hand or 1) end if G.GAME.current_round.discards_left > 0 and G.GAME.modifiers.money_per_discard then add_round_eval_row({dollars = G.GAME.current_round.discards_left*(G.GAME.modifiers.money_per_discard), disp = G.GAME.current_round.discards_left, bonus = true, name='discards', pitch = pitch}) pitch = pitch + 0.06 dollars = dollars + G.GAME.current_round.discards_left*(G.GAME.modifiers.money_per_discard) end local i = 0 for _, area in ipairs(SMODS.get_card_areas('jokers')) do for _, _card in ipairs(area.cards) do local ret = _card:calculate_dollar_bonus() -- TARGET: calc_dollar_bonus per card if ret then i = i+1 add_round_eval_row({dollars = ret, bonus = true, name='joker'..i, pitch = pitch, card = _card}) pitch = pitch + 0.06 dollars = dollars + ret end end end for i = 1, #G.GAME.tags do local ret = G.GAME.tags[i]:apply_to_run({type = 'eval'}) if ret then add_round_eval_row({dollars = ret.dollars, bonus = true, name='tag'..i, pitch = pitch, condition = ret.condition, pos = ret.pos, tag = ret.tag}) pitch = pitch + 0.06 dollars = dollars + ret.dollars end end if G.GAME.dollars >= 5 and not G.GAME.modifiers.no_interest and G.GAME.cry_payload then add_round_eval_row({bonus = true, payload = G.GAME.cry_payload, name='interest_payload', pitch = pitch, dollars = G.GAME.interest_amount*G.GAME.cry_payload*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5)}) pitch = pitch + 0.06 if not G.GAME.seeded and not G.GAME.challenge then if G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5) == G.GAME.interest_amount*G.GAME.interest_cap/5 then G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak = G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak + 1 else G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak = 0 end end check_for_unlock({type = 'interest_streak'}) dollars = dollars + G.GAME.interest_amount*G.GAME.cry_payload*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5) G.GAME.cry_payload = nil elseif G.GAME.dollars >= 5 and not G.GAME.modifiers.no_interest then add_round_eval_row({bonus = true, name='interest', pitch = pitch, dollars = G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5)}) pitch = pitch + 0.06 if (not G.GAME.seeded and not G.GAME.challenge) or SMODS.config.seeded_unlocks then if G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5) == G.GAME.interest_amount*G.GAME.interest_cap/5 then G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak = G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak + 1 else G.PROFILES[G.SETTINGS.profile].career_stats.c_round_interest_cap_streak = 0 end end check_for_unlock({type = 'interest_streak'}) dollars = dollars + G.GAME.interest_amount*math.min(math.floor(G.GAME.dollars/5), G.GAME.interest_cap/5) end pitch = pitch + 0.06 if total_cashout_rows > 7 then local total_hidden = total_cashout_rows - 7 G.E_MANAGER:add_event(Event({ trigger = 'before',delay = 0.38, func = function() local hidden = {n=G.UIT.R, config={align = "cm"}, nodes={ {n=G.UIT.O, config={object = DynaText({ string = {localize{type = 'variable', key = 'cashout_hidden', vars = {total_hidden}}}, colours = {G.C.WHITE}, shadow = true, float = false, scale = 0.45, font = G.LANGUAGES['en-us'].font, pop_in = 0 })}} }} G.round_eval:add_child(hidden, G.round_eval:get_UIE_by_ID('bonus_round_eval')) return true end })) end add_round_eval_row({name = 'bottom', dollars = dollars}) Talisman.dollars = dollars end G.FUNCS.tutorial_controller = function() if G.F_SKIP_TUTORIAL then G.SETTINGS.tutorial_complete = true G.SETTINGS.tutorial_progress = nil return end G.SETTINGS.tutorial_progress = G.SETTINGS.tutorial_progress or { forced_shop = {'j_joker', 'c_empress'}, forced_voucher = 'v_grabber', forced_tags = {'tag_handy', 'tag_garbage'}, hold_parts = {}, completed_parts = {}, } if not G.SETTINGS.paused and (not G.SETTINGS.tutorial_complete) then if G.STATE == G.STATES.BLIND_SELECT and G.blind_select and not G.SETTINGS.tutorial_progress.completed_parts['small_blind'] then G.SETTINGS.tutorial_progress.section = 'small_blind' G.FUNCS.tutorial_part('small_blind') G.SETTINGS.tutorial_progress.completed_parts['small_blind'] = true G:save_progress() end if G.STATE == G.STATES.BLIND_SELECT and G.blind_select and not G.SETTINGS.tutorial_progress.completed_parts['big_blind'] and G.GAME.round > 0 then G.SETTINGS.tutorial_progress.section = 'big_blind' G.FUNCS.tutorial_part('big_blind') G.SETTINGS.tutorial_progress.completed_parts['big_blind'] = true G.SETTINGS.tutorial_progress.forced_tags = nil G:save_progress() end if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['second_hand'] and G.SETTINGS.tutorial_progress.hold_parts['big_blind'] then G.SETTINGS.tutorial_progress.section = 'second_hand' G.FUNCS.tutorial_part('second_hand') G.SETTINGS.tutorial_progress.completed_parts['second_hand'] = true G:save_progress() end if G.SETTINGS.tutorial_progress.hold_parts['second_hand'] then G.SETTINGS.tutorial_complete = true end if not G.SETTINGS.tutorial_progress.completed_parts['first_hand_section'] then if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand'] then G.SETTINGS.tutorial_progress.section = 'first_hand' G.FUNCS.tutorial_part('first_hand') G.SETTINGS.tutorial_progress.completed_parts['first_hand'] = true G:save_progress() end if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand_2'] and G.SETTINGS.tutorial_progress.hold_parts['first_hand'] then G.FUNCS.tutorial_part('first_hand_2') G.SETTINGS.tutorial_progress.completed_parts['first_hand_2'] = true G:save_progress() end if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand_3'] and G.SETTINGS.tutorial_progress.hold_parts['first_hand_2'] then G.FUNCS.tutorial_part('first_hand_3') G.SETTINGS.tutorial_progress.completed_parts['first_hand_3'] = true G:save_progress() end if G.STATE == G.STATES.SELECTING_HAND and not G.SETTINGS.tutorial_progress.completed_parts['first_hand_4'] and G.SETTINGS.tutorial_progress.hold_parts['first_hand_3'] then G.FUNCS.tutorial_part('first_hand_4') G.SETTINGS.tutorial_progress.completed_parts['first_hand_4'] = true G.SETTINGS.tutorial_progress.completed_parts['first_hand_section'] = true G:save_progress() end end if G.STATE == G.STATES.SHOP and G.shop and G.shop.VT.y < 5 and not G.SETTINGS.tutorial_progress.completed_parts['shop_1'] then G.SETTINGS.tutorial_progress.section = 'shop' G.FUNCS.tutorial_part('shop_1') G.SETTINGS.tutorial_progress.completed_parts['shop_1'] = true G.SETTINGS.tutorial_progress.forced_voucher = nil G:save_progress() end end end G.FUNCS.tutorial_part = function(_part) local step = 1 G.SETTINGS.paused = true if _part == 'small_blind' then step = tutorial_info({ text_key = 'sb_1', attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, step = step, }) step = tutorial_info({ text_key = 'sb_2', attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, step = step, }) step = tutorial_info({ text_key = 'sb_3', highlight = { G.blind_select.UIRoot.children[1].children[1].config.object:get_UIE_by_ID('blind_name'), G.blind_select.UIRoot.children[1].children[1].config.object:get_UIE_by_ID('blind_desc'), }, attach = {major = G.blind_select.UIRoot.children[1].children[1], type = 'tr', offset = {x = 2, y = 4}}, step = step, }) step = tutorial_info({ text_key = 'sb_4', highlight = { G.blind_select.UIRoot.children[1].children[1] }, snap_to = function() if G.blind_select and G.blind_select.UIRoot and G.blind_select.UIRoot.children[1] and G.blind_select.UIRoot.children[1].children[1] and G.blind_select.UIRoot.children[1].children[1].config.object then return G.blind_select.UIRoot.children[1].children[1].config.object:get_UIE_by_ID('select_blind_button') end end, attach = {major = G.blind_select.UIRoot.children[1].children[1], type = 'tr', offset = {x = 2, y = 4}}, step = step, no_button = true, button_listen = 'select_blind' }) elseif _part == 'big_blind' then step = tutorial_info({ text_key = 'bb_1', highlight = { G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('blind_name'), G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('blind_desc'), }, hard_set = true, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, }) step = tutorial_info({ text_key = 'bb_2', highlight = { G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('blind_name'), G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('tag_desc'), }, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, }) step = tutorial_info({ text_key = 'bb_3', highlight = { G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_name'), G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_desc'), }, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, }) step = tutorial_info({ text_key = 'bb_4', highlight = { G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_name'), G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_desc'), G.blind_select.UIRoot.children[1].children[3].config.object:get_UIE_by_ID('blind_extras'), G.HUD:get_UIE_by_ID('hud_ante') }, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, }) step = tutorial_info({ text_key = 'bb_5', loc_vars = {G.GAME.win_ante}, highlight = { G.blind_select, G.HUD:get_UIE_by_ID('hud_ante') }, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, no_button = true, snap_to = function() if G.blind_select and G.blind_select.UIRoot and G.blind_select.UIRoot.children[1] and G.blind_select.UIRoot.children[1].children[2] and G.blind_select.UIRoot.children[1].children[2].config.object then return G.blind_select.UIRoot.children[1].children[2].config.object:get_UIE_by_ID('select_blind_button') end end, button_listen = 'select_blind' }) elseif _part == 'first_hand' then step = tutorial_info({ text_key = 'fh_1', attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, step = step, }) step = tutorial_info({ text_key = 'fh_2', highlight = { G.HUD:get_UIE_by_ID('hand_text_area') }, attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, step = step, }) step = tutorial_info({ text_key = 'fh_3', attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, highlight = { G.HUD:get_UIE_by_ID('run_info_button') }, no_button = true, button_listen = 'run_info', snap_to = function() return G.HUD:get_UIE_by_ID('run_info_button') end, step = step, }) elseif _part == 'first_hand_2' then step = tutorial_info({ hard_set = true, text_key = 'fh_4', highlight = { G.hand, G.HUD:get_UIE_by_ID('run_info_button') }, attach = {major = G.hand, type = 'cl', offset = {x = -1.5, y = 0}}, snap_to = function() return G.hand.cards[1] end, step = step, }) step = tutorial_info({ text_key = 'fh_5', highlight = { G.hand, G.buttons:get_UIE_by_ID('play_button'), G.HUD:get_UIE_by_ID('run_info_button') }, attach = {major = G.hand, type = 'cl', offset = {x = -1.5, y = 0}}, no_button = true, button_listen = 'play_cards_from_highlighted', step = step, }) elseif _part == 'first_hand_3' then step = tutorial_info({ hard_set = true, text_key = 'fh_6', highlight = { G.hand, G.buttons:get_UIE_by_ID('discard_button'), G.HUD:get_UIE_by_ID('run_info_button') }, attach = {major = G.hand, type = 'cl', offset = {x = -1.5, y = 0}}, no_button = true, button_listen = 'discard_cards_from_highlighted', step = step, }) elseif _part == 'first_hand_4' then step = tutorial_info({ hard_set = true, text_key = 'fh_7', highlight = { G.HUD:get_UIE_by_ID('hud_hands').parent, }, attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, step = step, }) step = tutorial_info({ text_key = 'fh_8', highlight = { G.HUD:get_UIE_by_ID('hud_hands').parent, G.HUD:get_UIE_by_ID('row_dollars_chips'), G.HUD_blind }, attach = {major = G.ROOM_ATTACH, type = 'cm', offset = {x = 0, y = 0}}, step = step, }) elseif _part == 'second_hand' then step = tutorial_info({ text_key = 'sh_1', hard_set = true, highlight = { G.jokers }, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, }) local empress = find_joker('The Empress')[1] if empress then step = tutorial_info({ text_key = 'sh_2', highlight = { empress }, attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, step = step, }) step = tutorial_info({ text_key = 'sh_3', attach = {major = G.HUD, type = 'cm', offset = {x = 0, y = -2}}, highlight = { empress, G.hand }, no_button = true, button_listen = 'use_card', snap_to = function() return G.hand.cards[1] end, step = step, }) end elseif _part == 'shop_1' then step = tutorial_info({ hard_set = true, text_key = 's_1', highlight = { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent }, attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 4}}, step = step, }) step = tutorial_info({ text_key = 's_2', highlight = { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.shop_jokers.cards[2], }, snap_to = function() return G.shop_jokers.cards[2] end, attach = {major = G.shop, type = 'tr', offset = {x = -0.5, y = 6}}, no_button = true, button_listen = 'buy_from_shop', step = step, }) step = tutorial_info({ text_key = 's_3', loc_vars = {#G.P_CENTER_POOLS.Joker}, highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.jokers.cards[1], } end, attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_4', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.jokers.cards[1], } end, attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_5', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.jokers, } end, attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_6', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.shop_jokers.cards[1], } end, snap_to = function() return G.shop_jokers.cards[1] end, no_button = true, button_listen = 'buy_from_shop', attach = {major = G.shop, type = 'tr', offset = {x = -0.5, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_7', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.consumeables.cards[#G.consumeables.cards], } end, attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_8', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.consumeables } end, attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_9', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.shop_vouchers, } end, snap_to = function() return G.shop_vouchers.cards[1] end, attach = {major = G.shop, type = 'tr', offset = {x = -4, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_10', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.shop_vouchers, } end, attach = {major = G.shop, type = 'tr', offset = {x = -4, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_11', highlight = function() return { G.SHOP_SIGN, G.HUD:get_UIE_by_ID('dollar_text_UI').parent.parent.parent, G.shop_booster, } end, snap_to = function() return G.shop_booster.cards[1] end, attach = {major = G.shop, type = 'tl', offset = {x = 3, y = 6}}, step = step, }) step = tutorial_info({ text_key = 's_12', highlight = function() return { G.shop:get_UIE_by_ID('next_round_button'), } end, snap_to = function() if G.shop then return G.shop:get_UIE_by_ID('next_round_button') end end, no_button = true, button_listen = 'toggle_shop', attach = {major = G.shop, type = 'tm', offset = {x = 0, y = 6}}, step = step, }) end G.E_MANAGER:add_event(Event({ blockable = false, timer = 'REAL', func = function() if (G.OVERLAY_TUTORIAL.step == step and not G.OVERLAY_TUTORIAL.step_complete) or G.OVERLAY_TUTORIAL.skip_steps then if G.OVERLAY_TUTORIAL.Jimbo then G.OVERLAY_TUTORIAL.Jimbo:remove() end if G.OVERLAY_TUTORIAL.content then G.OVERLAY_TUTORIAL.content:remove() end G.OVERLAY_TUTORIAL:remove() G.OVERLAY_TUTORIAL = nil G.SETTINGS.tutorial_progress.hold_parts[_part]=true return true end return G.OVERLAY_TUTORIAL.step > step or G.OVERLAY_TUTORIAL.skip_steps end }), 'tutorial') G.SETTINGS.paused = false end