186 lines
5.7 KiB
TOML
186 lines
5.7 KiB
TOML
[manifest]
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version = "1.0.0"
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dump_lua = true
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priority = 0
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# first we need to fix what on earth is going on with card.shop_voucher
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# for some reason it's not saved/loaded so... that's what's gonna happen
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# also adding another variable here that will be useful later
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = '''ability = self.ability,'''
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position = "before"
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payload = '''
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shop_voucher = self.shop_voucher,
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shop_cry_bonusvoucher = self.shop_cry_bonusvoucher,
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'''
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match_indent = true
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# water is wet
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = '''self.ability = cardTable.ability'''
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position = "before"
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payload = '''
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self.shop_voucher = cardTable.shop_voucher
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self.shop_cry_bonusvoucher = cardTable.shop_cry_bonusvoucher
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'''
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match_indent = true
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# get rid of this dumb hackfix in :redeem()
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# also track vouchers redeemed
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = '''G.GAME.current_round.voucher = nil'''
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position = "at"
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payload = '''
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-- G.GAME.current_round.voucher = nil
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if self.shop_cry_bonusvoucher then G.GAME.cry_bonusvouchersused[self.shop_cry_bonusvoucher] = true end
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'''
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match_indent = true
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# create the table
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[[patches]]
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[patches.pattern]
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target = "game.lua"
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pattern = '''used_packs = {},'''
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position = "after"
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payload = '''
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cry_bonusvouchers = {},
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cry_voucher_stickers = {eternal = false, perishable = false, rental = false, pinned = false, banana = false},
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cry_voucher_edition = {},
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'''
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match_indent = true
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# initialise the other helpful variables
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# tarot/planet percrates appear here too because why not
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[[patches]]
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[patches.pattern]
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target = "game.lua"
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pattern = '''ecto_minus = 1,'''
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position = "after"
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payload = '''
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cry_bonusvouchercount = 0,
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cry_bonusvouchersused = {},
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cry_percrate = {tarot = 100, planet = 100},
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'''
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match_indent = true
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# populate the table with keys
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = '''G.GAME.current_round.voucher = get_next_voucher_key()'''
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position = "after"
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payload = '''
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G.GAME.current_round.cry_voucher_stickers = Cryptid.next_voucher_stickers()
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G.GAME.current_round.cry_voucher_edition = cry_get_next_voucher_edition() or {}
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G.GAME.current_round.cry_bonusvouchers = {}
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G.GAME.cry_bonusvouchersused = {} -- i'm not sure why i'm putting these in two separate tables but it doesn't matter much
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for i = 1, G.GAME.cry_bonusvouchercount do
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G.GAME.current_round.cry_bonusvouchers[i] = get_next_voucher_key()
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end
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'''
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match_indent = true
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# fire is hot
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[[patches]]
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[patches.pattern]
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target = "game.lua"
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pattern = '''self.GAME.current_round.voucher = G.SETTINGS.tutorial_progress and G.SETTINGS.tutorial_progress.forced_voucher or get_next_voucher_key()'''
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position = "after"
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payload = '''
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G.GAME.current_round.cry_voucher_stickers = Cryptid.next_voucher_stickers()
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G.GAME.current_round.cry_voucher_edition = cry_get_next_voucher_edition() or {}
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for i = 1, self.GAME.cry_bonusvouchercount do
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self.GAME.current_round.cry_bonusvouchers[i] = get_next_voucher_key()
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end
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'''
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match_indent = true
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# add the vouchers to the shop. couldn't be more simple
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# use a simple regex to snipe the correct position
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[[patches]]
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[patches.regex]
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target = "game.lua"
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pattern = '''card\:start_materialize\(\)\n\s+G\.shop_vouchers\:emplace\(card\)\n\s+end'''
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position = "at"
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payload = '''
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for k, v in pairs(G.GAME.current_round.cry_voucher_stickers) do
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card.ability[k] = v
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card:set_cost()
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end
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if G.GAME.current_round.cry_voucher_edition then
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card:set_edition(G.GAME.current_round.cry_voucher_edition, true, true)
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end
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card:start_materialize()
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G.shop_vouchers:emplace(card)
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end
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for i = 1, #G.GAME.current_round.cry_bonusvouchers do
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if not G.GAME.cry_bonusvouchersused[i] then
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local card = Card(G.shop_vouchers.T.x + G.shop_vouchers.T.w/2,
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G.shop_vouchers.T.y, G.CARD_W, G.CARD_H, G.P_CARDS.empty, G.P_CENTERS[G.GAME.current_round.cry_bonusvouchers[i]],{bypass_discovery_center = true, bypass_discovery_ui = true})
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card.shop_cry_bonusvoucher = i
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Cryptid.misprintize(card)
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if G.GAME.events.ev_cry_choco2 then
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card.misprint_cost_fac = (card.misprint_cost_fac or 1) * 2
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card:set_cost()
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end
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if G.GAME.modifiers.cry_enable_flipped_in_shop and pseudorandom('cry_flip_vouch'..G.GAME.round_resets.ante) > 0.7 then
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card.cry_flipped = true
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end
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create_shop_card_ui(card, 'Voucher', G.shop_vouchers)
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card:start_materialize()
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if G.GAME.current_round.cry_voucher_edition then -- eh why not
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card:set_edition(G.GAME.current_round.cry_voucher_edition, true, true)
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end
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G.shop_vouchers.config.card_limit = G.shop_vouchers.config.card_limit + 1 -- does this actually matter/even get reset??? i'm confused but whatever
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G.shop_vouchers:emplace(card)
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end
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end
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'''
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# control the planet/tarot rates
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[[patches]]
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[patches.pattern]
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target = "functions/UI_definitions.lua"
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pattern = '''
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{type = 'Tarot', val = G.GAME.tarot_rate},
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{type = 'Planet', val = G.GAME.planet_rate},
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'''
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position = "at"
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payload = '''
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{type = 'Tarot', val = G.GAME.tarot_rate*(G.GAME.cry_percrate.tarot/100)},
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{type = 'Planet', val = G.GAME.planet_rate*(G.GAME.cry_percrate.planet/100)},
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'''
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match_indent = true
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# fix total rate
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[[patches]]
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[patches.pattern]
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target = "functions/UI_definitions.lua"
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pattern = '''
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total_rate = total_rate + G.GAME[v:lower()..'_rate']
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'''
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position = "at"
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payload = '''
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if not (v:lower() == 'tarot' or v:lower() == 'planet') then
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total_rate = total_rate + G.GAME[v:lower()..'_rate']
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else
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total_rate = total_rate + ( G.GAME[v:lower()..'_rate'] * (G.GAME.cry_percrate[v:lower()]/100) )
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end
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'''
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match_indent = true
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# don't check voucher requirements for forced tier 3 voucher pool
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "if v.requires then"
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position = "at"
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payload = "if v.requires and _type ~= 'Tier3' then"
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match_indent = true |