[manifest] version = "1.0.0" dump_lua = true priority = -1 # Show edition on Edition Decks [[patches]] [patches.pattern] target = "card.lua" pattern = "self.children.back:draw(overlay)" position = "after" payload = ''' local currentBack = self.params.viewed_back and G.GAME.viewed_back or G.GAME.selected_back if currentBack.effect.config.cry_force_edition and not currentBack.effect.config.cry_antimatter then if currentBack.effect.config.cry_force_edition_shader then self.children.back:draw_shader(currentBack.effect.config.cry_force_edition_shader , nil, self.ARGS.send_to_shader, true) else self.children.back:draw_shader(currentBack.effect.config.cry_force_edition , nil, self.ARGS.send_to_shader, true) end end if currentBack.effect.config.cry_force_seal and not currentBack.effect.config.hide_seal and not currentBack.effect.config.cry_antimatter then G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader('dissolve', nil, nil, true, self.children.center) if currentBack.effect.config.cry_force_seal == 'Gold' then G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center) end end if currentBack.effect.config.cry_force_sticker and not currentBack.effect.config.cry_antimatter then for k, v in pairs(SMODS.Stickers) do if currentBack.effect.config.cry_force_sticker == v.key then if v and v.draw and type(v.draw) == 'function' then v:draw(self) else G.shared_stickers[v.key].role.draw_major = self G.shared_stickers[v.key]:draw_shader('dissolve', nil, nil, true, self.children.center) G.shared_stickers[v.key]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center) end end end end if currentBack.effect.config.cry_antimatter or currentBack.effect.config.cry_force_edition == 'negative' then self.children.back:draw_shader('negative', nil, self.ARGS.send_to_shader, true) self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader, true) end ''' match_indent = true # Antimatter Deck [[patches]] [patches.pattern] target = "card.lua" pattern = "self.children.back:draw_shader('dissolve')" position = "at" payload = ''' local currentBack = self.params.viewed_back and G.GAME.viewed_back or G.GAME.selected_back if currentBack and currentBack.effect.config.cry_antimatter or currentBack.effect.config.cry_force_edition == 'negative' then self.children.back:draw_shader('negative', nil, self.ARGS.send_to_shader) self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader) else self.children.back:draw_shader('dissolve') end ''' match_indent = true # Created cards match suits of suit deck [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "card.playing_card = G.playing_card" position = "after" payload = ''' if G.GAME.modifiers.cry_force_suit then card:change_suit(G.GAME.modifiers.cry_force_suit) end if G.GAME.modifiers.cry_force_enhancement then card:set_ability(G.P_CENTERS[G.GAME.modifiers.cry_force_enhancement]) end if G.GAME.modifiers.cry_force_edition then card:set_edition({[G.GAME.modifiers.cry_force_edition]=true},true,true) end if G.GAME.modifiers.cry_force_seal then card:set_seal(G.GAME.modifiers.cry_force_seal) end ''' match_indent = true