--- STEAMODDED HEADER --- MOD_NAME: Talisman --- MOD_ID: Talisman --- MOD_AUTHOR: [MathIsFun_, Mathguy24, jenwalter666, cg-223, lord.ruby] --- MOD_DESCRIPTION: A mod that increases Balatro's score limit and skips scoring animations. --- PREFIX: talisman --- VERSION: 2.5 ---------------------------------------------- ------------MOD CODE ------------------------- if SMODS.Atlas then SMODS.Atlas({ key = "modicon", path = "icon.png", px = 32, py = 32 }) end if SMODS.Sound then SMODS.Sound({ key = "xchip", path = "MultiplicativeChips.wav" }) SMODS.Sound({ key = "echip", path = "ExponentialChips.wav" }) SMODS.Sound({ key = "eechip", path = "TetrationalChips.wav" }) SMODS.Sound({ key = "eeechip", path = "PentationalChips.wav" }) SMODS.Sound({ key = "emult", path = "ExponentialMult.wav" }) SMODS.Sound({ key = "eemult", path = "TetrationalMult.wav" }) SMODS.Sound({ key = "eeemult", path = "PentationalMult.wav" }) end if SMODS.current_mod then function SMODS.current_mod.load_mod_config() end function SMODS.current_mod.save_mod_config() end SMODS.current_mod.config_tab = Talisman.config_tab SMODS.current_mod.debug_info = { ["Break Infinity"] = Talisman.config_file.break_infinity } SMODS.current_mod.description_loc_vars = function() return { background_colour = G.C.CLEAR, text_colour = G.C.WHITE, scale = 1.2 } end end --[[SMODS.Joker{ key = "test", name = "Joker Test", rarity = 4, discovered = true, pos = {x = 9, y = 2}, cost = 4, loc_txt = { name = "Stat Stick", text = { "2 of {C:dark_edition,E:2,s:0.8}every scoring effect" } }, loc_vars = function(self, info_queue, center) return {vars = {"#","{","}"}} end, calculate = function(self, card, context) if context.joker_main then return { mult_mod = 2, Xmult_mod = 2, Emult_mod = 2, EEmult_mod = 2, EEEmult_mod = 2, hypermult_mod = {22, 2}, chip_mod = 2, Xchip_mod = 2, Echip_mod = 2, EEchip_mod = 2, EEEchip_mod = 2, hyperchip_mod = {22, 2} } end end, }--]] if SMODS and SMODS.Scoring_Calculation then local ref = SMODS.set_scoring_calculation function SMODS.set_scoring_calculation(key, ...) G.GAME.current_scoring_calculation_key = key if key == "talisman_hyper" then G.GAME.hyper_operator = G.GAME.hyper_operator or 2 end return ref(key, ...) end SMODS.Scoring_Calculation:take_ownership("add", {order = -1}, true) SMODS.Scoring_Calculation:take_ownership("multiply", {order = 0}, true) SMODS.Scoring_Calculation:take_ownership("exponent", {order = 1}, true) function change_operator(amount) local order = SMODS.Scoring_Calculations[G.GAME.current_scoring_calculation_key or "multiply"].order + amount if not order then return end if G.GAME.current_scoring_calculation_key == "talisman_hyper" then G.GAME.hyper_operator = (G.GAME.hyper_operator or 2) + amount order = G.GAME.hyper_operator end local next = "add" local keys = {} for i, v in pairs(SMODS.Scoring_Calculations) do if v.order then keys[#keys+1] = i end end table.sort(keys, function(a, b) return SMODS.Scoring_Calculations[a].order < SMODS.Scoring_Calculations[b].order end) for i, v in pairs(keys) do if SMODS.Scoring_Calculations[v].order <= order then next = v end end if next then SMODS.set_scoring_calculation(next) end end SMODS.Scoring_Calculation { key = "hyper", func = function(self, chips, mult, flames) return to_big(chips):arrow(G.GAME.hyper_operator or 2, mult) end, text = function() if G.GAME.hyper_operator < 6 then local str = "" for i = 1, G.GAME.hyper_operator do str = str.."^" end return str else return "{"..G.GAME.hyper_operator.."}" end end, order = 2 } end ---------------------------------------------- ------------MOD CODE END----------------------