[manifest] version = "1.0.0" dump_lua = true priority = -10 ## no_rank, no_suit, all_suits # Card:get_id() [[patches]] [patches.pattern] target = "card.lua" pattern = "if self.ability.effect == 'Stone Card' and not self.vampired then" match_indent = true position = "at" payload = '''if SMODS.has_no_rank(self) and not self.vampired then''' # Card:get_chip_bonus() [[patches]] [patches.regex] target = "card.lua" pattern = ''' (?[\t ]*)if self\.ability\.effect == 'Stone Card' then [\t ]* return self\.ability\.bonus \+ \(self\.ability\.perma_bonus or 0\) [\t ]*end''' position = "at" payload = ''' if self.ability.effect == 'Stone Card' or self.config.center.replace_base_card then return self.ability.bonus + (self.ability.perma_bonus or 0) end''' line_prepend = '$indent' # Card:calculate_joker() # Raised Fist [[patches]] [patches.pattern] target = "card.lua" pattern = "if temp_ID >= G.hand.cards[i].base.id and G.hand.cards[i].ability.effect ~= 'Stone Card' then temp_Mult = G.hand.cards[i].base.nominal; temp_ID = G.hand.cards[i].base.id; raised_card = G.hand.cards[i] end" match_indent = true position = "at" payload = """if temp_ID >= G.hand.cards[i].base.id and not SMODS.has_no_rank(G.hand.cards[i]) then temp_Mult = G.hand.cards[i].base.nominal temp_ID = G.hand.cards[i].base.id raised_card = G.hand.cards[i] end""" # Flower Pot, Seeing Double [[patches]] [patches.pattern] target = "card.lua" pattern = "if context.scoring_hand[i].ability.name ~= 'Wild Card' then" match_indent = true position = "at" payload = '''if not SMODS.has_any_suit(context.scoring_hand[i]) then''' [[patches]] [patches.pattern] target = "card.lua" pattern = "if context.scoring_hand[i].ability.name == 'Wild Card' then" match_indent = true position = "at" payload = '''if SMODS.has_any_suit(context.scoring_hand[i]) then''' # Card:get_suit() [[patches]] [patches.regex] target = "card.lua" pattern = '''(?[\t ]*)if self\.ability\.effect == 'Stone Card' then''' line_prepend = '$indent' position = "at" payload = '''if SMODS.has_no_suit(self) then''' [[patches]] [patches.pattern] target = "card.lua" pattern = 'if self.ability.name == "Wild Card" then' match_indent = true position = "at" payload = '''if SMODS.has_any_suit(self) then''' [[patches]] [patches.pattern] target = "card.lua" pattern = 'if self.ability.name == "Wild Card" and not self.debuff then' match_indent = true position = "at" payload = '''if SMODS.has_any_suit(self) and not self.debuff then''' # check_for_unlock [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "if v.ability.name ~= 'Stone Card' and v.base.suit == 'Hearts' then" match_indent = true position = "at" payload = "if not SMODS.has_no_suit(v) and v.base.suit == 'Hearts' then" # reset_idol_card() [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "valid_idol_cards[#valid_idol_cards+1] = v" match_indent = true position = "at" payload = """if not SMODS.has_no_suit(v) and not SMODS.has_no_rank(v) then valid_idol_cards[#valid_idol_cards+1] = v end""" # reset_mail_rank() [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "valid_mail_cards[#valid_mail_cards+1] = v" match_indent = true position = "at" payload = """if not SMODS.has_no_rank(v) then valid_mail_cards[#valid_mail_cards+1] = v end""" # reset_castle_card() [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "valid_castle_cards[#valid_castle_cards+1] = v" match_indent = true position = "at" payload = """if not SMODS.has_no_suit(v) then valid_castle_cards[#valid_castle_cards+1] = v end""" # G.FUNCS.evaluate_play() [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "if G.play.cards[i].ability.effect == 'Stone Card' then" match_indent = true position = "at" payload = '''if SMODS.always_scores(G.play.cards[i]) then''' [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "if scoring_hand[i].ability.effect ~= 'Stone Card' then" match_indent = true position = "at" payload = '''if not SMODS.has_no_rank(scoring_hand[i]) then''' [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "G.GAME.cards_played[scoring_hand[i].base.value].suits[scoring_hand[i].base.suit] = true" match_indent = true position = "at" payload = """if not SMODS.has_no_suit(scoring_hand[i]) then G.GAME.cards_played[scoring_hand[i].base.value].suits[scoring_hand[i].base.suit] = true end""" ## replace_base_card # Determines whether to draw the base card's front or not # Card:draw() [[patches]] [patches.pattern] target = "card.lua" pattern = "if self.children.front and self.ability.effect ~= 'Stone Card' then" match_indent = true position = "at" payload = "if self.children.front and self.ability.effect ~= 'Stone Card' and not self.config.center.replace_base_card then" # Card:generate_UIBox_ability_table() # replaces two consecutive lines [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "if (_c.name == 'Stone Card') then full_UI_table.name = true end" match_indent = true position = "at" payload = "if _c.name == 'Stone Card' or _c.replace_base_card then full_UI_table.name = true" [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "if (specific_vars.playing_card and (_c.name ~= 'Stone Card')) then" match_indent = true position = "at" payload = "elseif specific_vars.playing_card then" # eval_card() [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "function eval_card(card, context)" match_indent = true position = "after" payload = """ local enhancement_calculated = false local center = card.config.center""" [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "local jokers = card:calculate_joker(context)" match_indent = true position = "before" payload = """ if card.ability.set == 'Enhanced' and center.calculate and type(center.calculate) == 'function' then center:calculate(card, context, ret) enhancement_calculated = true end""" [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "local seals = card:calculate_seal(context)" match_indent = true position = "before" payload = """ if card.ability.set == 'Enhanced' and center.calculate and type(center.calculate) == 'function' then center:calculate(card, context, ret) enhancement_calculated = true end""" [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "if context.cardarea == G.jokers or context.card == G.consumeables then" match_indent = true position = "before" payload = """ if not enhancement_calculated and card.ability.set == 'Enhanced' and center.calculate and type(center.calculate) == 'function' then center:calculate(card, context, ret) enhancement_calculated = true end local seals = not card.ability.extra_enhancement and card:calculate_seal(context) if seals then ret.seals = seals end""" ## Add additional eval_card() calls # Game:update_draw_to_hand() [[patches]] [patches.pattern] target = "game.lua" pattern = "G.GAME.current_round.discards_used == 0 and G.GAME.facing_blind then" match_indent = true position = "after" payload = """ for i = 1, #G.hand.cards do eval_card(G.hand.cards[i], {first_hand_drawn = true}) end""" # G.FUNCS.discard_cards_from_highlighted() [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "inc_career_stat('c_cards_discarded', highlighted_count)" match_indent = true position = "after" payload = """ for i = 1, #G.hand.cards do eval_card(G.hand.cards[i], {pre_discard = true, full_hand = G.hand.highlighted, hook = hook}) end""" [[patches]] [patches.regex] target = "functions/state_events.lua" pattern = ''' (?[\t ]*)G\.hand\.highlighted\[i\]:calculate_seal\(\{discard = true\}\) [\t ]*local removed = false''' line_prepend = '$indent' position = "at" payload = """ local removed = false local eval = nil eval = eval_card(G.hand.highlighted[i], {discard = true, full_hand = G.hand.highlighted}) if eval and eval.remove then removed = true card_eval_status_text(G.hand.highlighted[i], 'jokers', nil, 1, nil, eval) end""" ## Allow cards to function as multiple enhancements (e.g. from jokers) # Calculate extra enhancements when played [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "local effects = {eval_card(scoring_hand[i], {cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, poker_hand = text})}" position = "after" payload = ''' local post_effect = {seals = effects[1].seals, edition = effects[1].edition} effects[1].seals = nil effects[1].edition = nil local extra_enhancements = SMODS.get_enhancements(scoring_hand[i], true) local old_ability = copy_table(scoring_hand[i].ability) local old_center = scoring_hand[i].config.center local old_center_key = scoring_hand[i].config.center_key for k, _ in pairs(extra_enhancements) do if G.P_CENTERS[k] then scoring_hand[i]:set_ability(G.P_CENTERS[k]) scoring_hand[i].ability.extra_enhancement = k effects[#effects+1] = eval_card(scoring_hand[i], {cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, poker_hand = text, extra_enhancement = true}) end end effects[#effects+1] = post_effect scoring_hand[i].ability = old_ability scoring_hand[i].config.center = old_center scoring_hand[i].config.center_key = old_center_key scoring_hand[i]:set_sprites(old_center) ''' match_indent = true # Calculate extra enhancements when held in hand [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "local effects = {eval_card(G.hand.cards[i], {cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands})}" position = "after" payload = ''' local extra_enhancements = SMODS.get_enhancements(G.hand.cards[i], true) local old_ability = copy_table(G.hand.cards[i].ability) local old_center = G.hand.cards[i].config.center local old_center_key = G.hand.cards[i].config.center_key for k, _ in pairs(extra_enhancements) do if G.P_CENTERS[k] then G.hand.cards[i]:set_ability(G.P_CENTERS[k]) G.hand.cards[i].ability.extra_enhancement = k effects[#effects+1] = eval_card(G.hand.cards[i], {cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, extra_enhancement = true}) end end G.hand.cards[i].ability = old_ability G.hand.cards[i].config.center = old_center G.hand.cards[i].config.center_key = old_center_key G.hand.cards[i]:set_sprites(old_center) ''' match_indent = true # Calculate extra enhancements when held in hand at end of round [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "local effects = {G.hand.cards[i]:get_end_of_round_effect()}" position = "after" payload = ''' local extra_enhancements = SMODS.get_enhancements(G.hand.cards[i], true) local old_ability = copy_table(G.hand.cards[i].ability) local old_center = G.hand.cards[i].config.center local old_center_key = G.hand.cards[i].config.center_key for k, _ in pairs(extra_enhancements) do if G.P_CENTERS[k] then G.hand.cards[i]:set_ability(G.P_CENTERS[k]) G.hand.cards[i].ability.extra_enhancement = k effects[#effects+1] = G.hand.cards[i]:get_end_of_round_effect() end end G.hand.cards[i].ability = old_ability G.hand.cards[i].config.center = old_center G.hand.cards[i].config.center_key = old_center_key G.hand.cards[i]:set_sprites(old_center) ''' match_indent = true # Prevent blue seal effect on extra enhancements at end of round [[patches]] [patches.pattern] target = "card" pattern = "if self.seal == 'Blue' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then" position = "before" payload = ''' if self.extra_enhancement then return ret end ''' match_indent = true # Use the has enhancement function for enhancement gates [[patches]] [patches.pattern] target = "functions/common_events.lua" pattern = "if vv.config.center.key == v.enhancement_gate then" position = "at" payload = "if SMODS.has_enhancement(vv, v.enhancement_gate) then" match_indent = true # Glass Card shattering [[patches]] [patches.pattern] target = "card.lua" pattern = "if card.ability.name == 'Glass Card' then" position = "at" payload = "if SMODS.has_enhancement(card, 'm_glass') then" match_indent = true [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "if G.hand.highlighted[i].ability.name == 'Glass Card' then" position = "at" payload = "if SMODS.has_enhancement(G.hand.highlighted[i], 'm_glass') then" match_indent = true [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "if scoring_hand[i].ability.name == 'Glass Card' and not scoring_hand[i].debuff and pseudorandom('glass') < G.GAME.probabilities.normal/scoring_hand[i].ability.extra then" position = "at" payload = "if SMODS.has_enhancement(scoring_hand[i], 'm_glass') and not scoring_hand[i].debuff and pseudorandom('glass') < G.GAME.probabilities.normal/(scoring_hand[i].ability.name == 'Glass Card' and scoring_hand[i].ability.extra or G.P_CENTERS.m_glass.config.extra) then" match_indent = true [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "if scoring_hand[i].ability.name == 'Glass Card' then" position = "at" payload = "if SMODS.has_enhancement(scoring_hand[i], 'm_glass') then" match_indent = true [[patches]] [patches.pattern] target = "functions/state_events.lua" pattern = "if cards_destroyed[i].ability.name == 'Glass Card' then" position = "at" payload = "if SMODS.has_enhancement(cards_destroyed[i], 'm_glass') then" match_indent = true # Prevent blue seals from applying on quantum enhancement calc [[patches]] [patches.pattern] target = "card.lua" pattern = "if self.seal == 'Blue' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then" position = "at" payload = "if self.seal == 'Blue' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit and not self.ability.extra_enhancement then" match_indent = true