balatro-mods/Cryptid/items/test.lua
2025-04-13 17:53:04 +08:00

307 lines
7.8 KiB
Lua

local test = {
object_type = "Joker",
key = "test",
discovered = true,
gameset_config = {
modest = {
extra = { chips = 1 },
center = { rarity = 1, blueprint_compat = false, immutable = true, no_dbl = false },
},
mainline = { center = { rarity = 2, blueprint_compat = true, immutable = true, no_dbl = true } },
madness = { extra = { chips = 100 }, center = { rarity = 3 } },
cryptid_in_2025 = { extra = { chips = 1e308 }, center = { rarity = "cry_exotic" } },
},
extra_gamesets = { "cryptid_in_2025" },
dependencies = {
items = {
"j_cry_happy",
"set_cry_m",
},
},
config = { extra = { chips = 10 } },
pos = { x = 1, y = 0 },
rarity = 2,
order = 11,
cost = 1,
blueprint_compat = true,
atlas = "atlasone",
loc_vars = function(self, info_queue, center)
local gameset = Card.get_gameset(center)
if gameset == "disabled" then
gameset = "mainline"
end --still show description
return {
vars = { center.ability.extra.chips },
key = "j_cry_test_" .. gameset,
}
end,
calculate = function(self, card, context)
local gameset = Card.get_gameset(card)
if context.joker_main then
return {
message = localize({ type = "variable", key = "a_chips", vars = { card.ability.extra.chips } }),
chip_mod = card.ability.extra.chips,
}
elseif context.first_hand_drawn and gameset ~= "modest" then
ease_dollars(gameset ~= "mainline" and 44444 or 44)
end
end,
cry_credits = {
idea = {
"m",
},
art = {
"m",
},
code = {
"Jevonn",
},
},
}
local test2 = {
object_type = "Joker",
name = "ABC",
key = "abc",
loc_txt = {
name = "ABC",
text = {},
},
pos = { x = 0, y = 0 },
cost = 1,
rarity = 1,
unlocked = true,
discovered = false,
blueprint_compat = true,
eternal_compat = true,
perishable_compat = true,
calculate = function(self, card, context)
if context.retrigger_joker_check and not context.retrigger_joker then
if card.T.x + card.T.w / 2 > context.other_card.T.x + context.other_card.T.w / 2 then
return {
message = localize("k_again_ex"),
repetitions = 1,
card = card,
}
end
elseif context.other_joker and card ~= context.other_joker then
if card.T.x + card.T.w / 2 < context.other_joker.T.x + context.other_joker.T.w / 2 then
if not Talisman.config_file.disable_anims then
G.E_MANAGER:add_event(Event({
func = function()
context.other_joker:juice_up(0.5, 0.5)
return true
end,
}))
end
return {
message = localize({ type = "variable", key = "a_xmult", vars = { 3 } }),
Xmult_mod = 3,
}
end
end
end,
}
local test3 = {
object_type = "Joker",
name = "cry-test3",
key = "test3",
pos = { x = 2, y = 1 },
rarity = 1,
cost = 2,
blueprint_compat = true,
discovered = true,
atlas = "atlastwo",
loc_txt = {
name = "function dump man B)",
text = {
"{C:attention}What does the fox say?",
},
},
cry_credits = {
idea = {
"Jevonn",
},
art = {
"Jevonn",
},
code = {
"Jevonn",
},
},
calculate = function(self, card, context)
if context.end_of_round and not context.individual and not context.repetition then
Cryptid.suit_level_up(context.blueprint_card or card, nil, 1, {
"High Card",
"Pair",
"Two Pair",
"Three of a Kind",
"Straight",
"Flush",
"Full House",
"Four of a Kind",
"Straight Flush",
}, true)
elseif context.pre_discard and not context.hook then
local text, loc_disp_text, poker_hands, scoring_hand, disp_text =
G.FUNCS.get_poker_hand_info(G.hand.highlighted)
if disp_text == "cry-Cluster Bulwark" then
card_eval_status_text(
context.blueprint_card or card,
"extra",
nil,
nil,
nil,
{ message = localize("k_upgrade_ex") }
)
update_hand_text({ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 }, {
handname = localize(text, "poker_hands"),
chips = G.GAME.hands[text].chips,
mult = G.GAME.hands[text].mult,
level = G.GAME.hands[text].level,
})
level_up_hand(context.blueprint_card or card, text, nil, 6)
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
end
end
end,
}
local test4 = {
object_type = "Joker",
name = "skfjadfjk;ldsjfkerjiopghtwueihvefjhgrwjh",
key = "weuqyreuiyroiusdafgdbflhfiuowyqoiwufhjklfhioqhfh8393824774893fhjdhfkj",
pos = { x = 0, y = 0 },
rarity = 1,
cost = 404,
atlas = "atlasone",
config = { extra = { center = nil } },
loc_txt = {
name = "Allmighty Center Checker",
text = {
"{C:attention}#1#",
"{C:green}#2#",
"{C:inactive}1st joker slot btw",
},
},
loc_vars = function(self, info_queue, card)
return {
vars = {
(card.ability.blueprint_compat ~= nil and card.ability.blueprint_compat or "uh oh"),
card.ability.extra.center,
},
}
end,
update = function(self, card, front)
if G.STAGE == G.STAGES.RUN then
other_joker = G.jokers.cards[1]
if other_joker then
if G.GAME.current_round.discards_used % 3 == 0 then
card.ability.extra.center = "blueprint_compat"
if other_joker and other_joker ~= card and other_joker.config.center.blueprint_compat then
card.ability.blueprint_compat = "yes"
else
card.ability.blueprint_compat = "nah"
end
elseif G.GAME.current_round.discards_used % 3 == 1 then
card.ability.extra.center = "immutable"
if other_joker and other_joker ~= card and (Card.no(other_joker, "immutable", true)) then
card.ability.blueprint_compat = "yes"
else
card.ability.blueprint_compat = "nah"
end
else
card.ability.extra.center = "no_dbl"
if other_joker and other_joker ~= card and (Card.no(other_joker, "no_dbl", true)) then
card.ability.blueprint_compat = "yes"
else
card.ability.blueprint_compat = "nah"
end
end
end
end
end,
}
local kidnap2 = {
object_type = "Joker",
name = "cry-kidnap2",
key = "kidnap2",
pos = { x = 1, y = 2 },
config = {
extra = 1,
},
rarity = 1,
cost = 4,
loc_txt = {
name = "asd",
text = {
"Earn {C:money}$#1#{} at end of round",
"per unique {C:attention}Type Mult{} or",
"{C:attention}Type Chips{} Joker sold this run",
"{C:inactive}(Currently {C:money}$#2#{C:inactive})",
},
},
blueprint_compat = false,
loc_vars = function(self, info_queue, center)
local value = 0
if G.GAME and G.GAME.jokers_sold then
for _, v in ipairs(G.GAME.jokers_sold) do
if
G.P_CENTERS[v].effect == "Type Mult"
or G.P_CENTERS[v].effect == "Cry Type Mult"
or G.P_CENTERS[v].effect == "Cry Type Chips"
or G.P_CENTERS[v].effect == "Boost Kidnapping"
or (
G.P_CENTERS[v].name == "Sly Joker"
or G.P_CENTERS[v].name == "Wily Joker"
or G.P_CENTERS[v].name == "Clever Joker"
or G.P_CENTERS[v].name == "Devious Joker"
or G.P_CENTERS[v].name == "Crafty Joker"
)
then
value = value + 1
end
end
end
return { vars = { center.ability.extra, center.ability.extra * value } }
end,
atlas = "atlasone",
calc_dollar_bonus = function(self, card)
local value = 0
for _, v in ipairs(G.GAME.jokers_sold) do
if
G.P_CENTERS[v].effect == "Type Mult"
or G.P_CENTERS[v].effect == "Cry Type Mult"
or G.P_CENTERS[v].effect == "Cry Type Chips"
or G.P_CENTERS[v].effect == "Boost Kidnapping"
or (
G.P_CENTERS[v].name == "Sly Joker"
or G.P_CENTERS[v].name == "Wily Joker"
or G.P_CENTERS[v].name == "Clever Joker"
or G.P_CENTERS[v].name == "Devious Joker"
or G.P_CENTERS[v].name == "Crafty Joker"
)
then
value = value + 1
end
end
if value == 0 then
return
end
return card.ability.extra * value
end,
cry_credits = {
idea = {
"Jevonn",
},
art = {
"Jevonn",
},
code = {
"Jevonn",
},
},
}
return { items = { test, test2, test3, test4, kidnap2 }, disabled = true }