balatro-mods/Cryptid/Items/Planets.lua
2025-01-19 15:01:49 +08:00

861 lines
27 KiB
Lua

local timantti = {
object_type = "Consumable",
set = "Planet",
name = "cry-Timantti",
key = "Timantti",
pos = { x = 0, y = 2 },
config = { hand_types = { "High Card", "Pair", "Two Pair" } },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 8,
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
local levelone = G.GAME.hands["High Card"].level or 1
local leveltwo = G.GAME.hands["Pair"].level or 1
local levelthree = G.GAME.hands["Two Pair"].level or 1
local planetcolourone = G.C.HAND_LEVELS[math.min(levelone, 7)]
local planetcolourtwo = G.C.HAND_LEVELS[math.min(leveltwo, 7)]
local planetcolourthree = G.C.HAND_LEVELS[math.min(levelthree, 7)]
if levelone == 1 or leveltwo == 1 or levelthree == 1 then --Level 1 colour is white (The background), so this sets it to black
if levelone == 1 then
planetcolourone = G.C.UI.TEXT_DARK
end
if leveltwo == 1 then
planetcolourtwo = G.C.UI.TEXT_DARK
end
if levelthree == 1 then
planetcolourthree = G.C.UI.TEXT_DARK
end
end
return {
vars = {
localize("High Card", "poker_hands"),
localize("Pair", "poker_hands"),
localize("Two Pair", "poker_hands"),
G.GAME.hands["High Card"].level,
G.GAME.hands["Pair"].level,
G.GAME.hands["Two Pair"].level,
colours = { planetcolourone, planetcolourtwo, planetcolourthree },
},
}
end,
use = function(self, card, area, copier)
suit_level_up(self, card, area, copier)
end,
bulk_use = function(self, card, area, copier, number)
suit_level_up(self, card, area, copier, number)
end,
calculate = function(self, card, context)
if
G.GAME.used_vouchers.v_observatory
and (
context.scoring_name == "High Card"
or context.scoring_name == "Pair"
or context.scoring_name == "Two Pair"
)
then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
}
local klubi = {
object_type = "Consumable",
set = "Planet",
name = "cry-Klubi",
key = "Klubi",
pos = { x = 1, y = 2 },
config = { hand_types = { "Three of a Kind", "Straight", "Flush" } },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 9,
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
local levelone = G.GAME.hands["Three of a Kind"].level or 1
local leveltwo = G.GAME.hands["Straight"].level or 1
local levelthree = G.GAME.hands["Flush"].level or 1
local planetcolourone = G.C.HAND_LEVELS[math.min(levelone, 7)]
local planetcolourtwo = G.C.HAND_LEVELS[math.min(leveltwo, 7)]
local planetcolourthree = G.C.HAND_LEVELS[math.min(levelthree, 7)]
if levelone == 1 or leveltwo == 1 or levelthree == 1 then --Level 1 colour is white (The background), so this sets it to black
if levelone == 1 then
planetcolourone = G.C.UI.TEXT_DARK
end
if leveltwo == 1 then
planetcolourtwo = G.C.UI.TEXT_DARK
end
if levelthree == 1 then
planetcolourthree = G.C.UI.TEXT_DARK
end
end
return {
vars = {
localize("Three of a Kind", "poker_hands"),
localize("Straight", "poker_hands"),
localize("Flush", "poker_hands"),
G.GAME.hands["Three of a Kind"].level,
G.GAME.hands["Straight"].level,
G.GAME.hands["Flush"].level,
colours = { planetcolourone, planetcolourtwo, planetcolourthree },
},
}
end,
use = function(self, card, area, copier)
suit_level_up(self, card, area, copier)
end,
bulk_use = function(self, card, area, copier, number)
suit_level_up(self, card, area, copier, number)
end,
calculate = function(self, card, context)
if
G.GAME.used_vouchers.v_observatory
and (
context.scoring_name == "Three of a Kind"
or context.scoring_name == "Straight"
or context.scoring_name == "Flush"
)
then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
}
local sydan = {
object_type = "Consumable",
set = "Planet",
name = "cry-Sydan",
key = "Sydan",
pos = { x = 2, y = 2 },
config = { hand_types = { "Full House", "Four of a Kind", "Straight Flush" } },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 10,
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
local levelone = G.GAME.hands["Full House"].level or 1
local leveltwo = G.GAME.hands["Four of a Kind"].level or 1
local levelthree = G.GAME.hands["Straight Flush"].level or 1
local planetcolourone = G.C.HAND_LEVELS[math.min(levelone, 7)]
local planetcolourtwo = G.C.HAND_LEVELS[math.min(leveltwo, 7)]
local planetcolourthree = G.C.HAND_LEVELS[math.min(levelthree, 7)]
if levelone == 1 or leveltwo == 1 or levelthree == 1 then --Level 1 colour is white (The background), so this sets it to black
if levelone == 1 then
planetcolourone = G.C.UI.TEXT_DARK
end
if leveltwo == 1 then
planetcolourtwo = G.C.UI.TEXT_DARK
end
if levelthree == 1 then
planetcolourthree = G.C.UI.TEXT_DARK
end
end
return {
vars = {
localize("Full House", "poker_hands"),
localize("Four of a Kind", "poker_hands"),
localize("Straight Flush", "poker_hands"),
G.GAME.hands["Full House"].level,
G.GAME.hands["Four of a Kind"].level,
G.GAME.hands["Straight Flush"].level,
colours = { planetcolourone, planetcolourtwo, planetcolourthree },
},
}
end,
use = function(self, card, area, copier)
suit_level_up(self, card, area, copier)
end,
bulk_use = function(self, card, area, copier, number)
suit_level_up(self, card, area, copier, number)
end,
calculate = function(self, card, context)
if
G.GAME.used_vouchers.v_observatory
and (
context.scoring_name == "Full House"
or context.scoring_name == "Four of a Kind"
or context.scoring_name == "Straight Flush"
)
then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
}
local lapio = {
object_type = "Consumable",
set = "Planet",
name = "cry-Lapio",
key = "Lapio",
pos = { x = 3, y = 2 },
config = { hand_types = { "Five of a Kind", "Flush House", "Flush Five" }, softlock = true },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 11,
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
local levelone = G.GAME.hands["Five of a Kind"].level or 1
local leveltwo = G.GAME.hands["Flush House"].level or 1
local levelthree = G.GAME.hands["Flush Five"].level or 1
local planetcolourone = G.C.HAND_LEVELS[math.min(levelone, 7)]
local planetcolourtwo = G.C.HAND_LEVELS[math.min(leveltwo, 7)]
local planetcolourthree = G.C.HAND_LEVELS[math.min(levelthree, 7)]
if levelone == 1 or leveltwo == 1 or levelthree == 1 then --Level 1 colour is white (The background), so this sets it to black
if levelone == 1 then
planetcolourone = G.C.UI.TEXT_DARK
end
if leveltwo == 1 then
planetcolourtwo = G.C.UI.TEXT_DARK
end
if levelthree == 1 then
planetcolourthree = G.C.UI.TEXT_DARK
end
end
return {
vars = {
localize("Five of a Kind", "poker_hands"),
localize("Flush House", "poker_hands"),
localize("Flush Five", "poker_hands"),
G.GAME.hands["Five of a Kind"].level,
G.GAME.hands["Flush House"].level,
G.GAME.hands["Flush Five"].level,
colours = { planetcolourone, planetcolourtwo, planetcolourthree },
},
}
end,
use = function(self, card, area, copier)
suit_level_up(self, card, area, copier)
end,
bulk_use = function(self, card, area, copier, number)
suit_level_up(self, card, area, copier, number)
end,
calculate = function(self, card, context)
if
G.GAME.used_vouchers.v_observatory
and (
context.scoring_name == "Five of a Kind"
or context.scoring_name == "Flush House"
or context.scoring_name == "Flush Five"
)
then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
}
local kaikki = {
object_type = "Consumable",
set = "Planet",
name = "cry-Kaikki",
key = "Kaikki",
pos = { x = 3, y = 5 },
config = { hand_types = { "cry_Bulwark", "cry_Clusterfuck", "cry_UltPair" }, softlock = true },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 12,
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
local levelone = G.GAME.hands["cry_Bulwark"].level or 1
local leveltwo = G.GAME.hands["cry_Clusterfuck"].level or 1
local levelthree = G.GAME.hands["cry_UltPair"].level or 1
local planetcolourone = G.C.HAND_LEVELS[math.min(levelone, 7)]
local planetcolourtwo = G.C.HAND_LEVELS[math.min(leveltwo, 7)]
local planetcolourthree = G.C.HAND_LEVELS[math.min(levelthree, 7)]
if levelone == 1 or leveltwo == 1 or levelthree == 1 then --Level 1 colour is white (The background), so this sets it to black
if levelone == 1 then
planetcolourone = G.C.UI.TEXT_DARK
end
if leveltwo == 1 then
planetcolourtwo = G.C.UI.TEXT_DARK
end
if levelthree == 1 then
planetcolourthree = G.C.UI.TEXT_DARK
end
end
return {
vars = {
localize("cry_hand_bulwark"),
localize("cry_hand_clusterfuck"),
localize("cry_hand_ultpair"),
G.GAME.hands["cry_Bulwark"].level,
G.GAME.hands["cry_Clusterfuck"].level,
G.GAME.hands["cry_UltPair"].level,
colours = { planetcolourone, planetcolourtwo, planetcolourthree },
},
}
end,
use = function(self, card, area, copier)
suit_level_up(self, card, area, copier)
end,
bulk_use = function(self, card, area, copier, number)
suit_level_up(self, card, area, copier, number)
end,
calculate = function(self, card, context)
if
G.GAME.used_vouchers.v_observatory
and (
context.scoring_name == "cry_Bulwark"
or context.scoring_name == "cry_Clusterfuck"
or context.scoring_name == "cry_UltPair"
)
then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
}
local planetlua = {
object_type = "Consumable",
set = "Planet",
name = "cry-planetlua",
key = "planetlua",
config = { extra = { odds = 5 } },
pos = { x = 4, y = 2 },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 1,
loc_vars = function(self, info_queue, center)
return { vars = { "" .. (G.GAME and G.GAME.probabilities.normal or 1), self.config.extra.odds } }
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
local used_consumable = copier or card
if pseudorandom("planetlua") < G.GAME.probabilities.normal / card.ability.extra.odds then --Code "borrowed" from black hole
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{ handname = localize("k_all_hands"), chips = "...", mult = "...", level = "" }
)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
G.TAROT_INTERRUPT_PULSE = true
return true
end,
}))
update_hand_text({ delay = 0 }, { mult = "+", StatusText = true })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.9,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
return true
end,
}))
update_hand_text({ delay = 0 }, { chips = "+", StatusText = true })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.9,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
G.TAROT_INTERRUPT_PULSE = nil
return true
end,
}))
update_hand_text({ sound = "button", volume = 0.7, pitch = 0.9, delay = 0 }, { level = "+1" })
delay(1.3)
for k, v in pairs(G.GAME.hands) do
level_up_hand(used_consumable, k, true)
end
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
else
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function() --"borrowed" from Wheel Of Fortune
attention_text({
text = localize("k_nope_ex"),
scale = 1.3,
hold = 1.4,
major = used_consumable,
backdrop_colour = G.C.SECONDARY_SET.Planet,
align = (
G.STATE == G.STATES.TAROT_PACK
or G.STATE == G.STATES.SPECTRAL_PACK
or G.STATE == G.STATES.SMODS_BOOSTER_OPENED
)
and "tm"
or "cm",
offset = {
x = 0,
y = (
G.STATE == G.STATES.TAROT_PACK
or G.STATE == G.STATES.SPECTRAL_PACK
or G.STATE == G.STATES.SMODS_BOOSTER_OPENED
)
and -0.2
or 0,
},
silent = true,
})
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.06 * G.SETTINGS.GAMESPEED,
blockable = false,
blocking = false,
func = function()
play_sound("tarot2", 0.76, 0.4)
return true
end,
}))
play_sound("tarot2", 1, 0.4)
used_consumable:juice_up(0.3, 0.5)
return true
end,
}))
end
end,
bulk_use = function(self, card, area, copier, number)
local used_consumable = copier or card
local quota = 0
if card.ability.cry_rigged then
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{ handname = localize("k_all_hands"), chips = "...", mult = "...", level = "" }
)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
G.TAROT_INTERRUPT_PULSE = true
return true
end,
}))
update_hand_text({ delay = 0 }, { mult = "+", StatusText = true })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.9,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
return true
end,
}))
update_hand_text({ delay = 0 }, { chips = "+", StatusText = true })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.9,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
G.TAROT_INTERRUPT_PULSE = nil
return true
end,
}))
update_hand_text({ sound = "button", volume = 0.7, pitch = 0.9, delay = 0 }, { level = "+" .. number })
delay(1.3)
for k, v in pairs(G.GAME.hands) do
level_up_hand(card, k, true, number)
end
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
else
for i = 1, number do
quota = quota
+ (pseudorandom("planetlua") < G.GAME.probabilities.normal / card.ability.extra.odds and 1 or 0)
end
if quota > 0 then
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{ handname = localize("k_all_hands"), chips = "...", mult = "...", level = "" }
)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
G.TAROT_INTERRUPT_PULSE = true
return true
end,
}))
update_hand_text({ delay = 0 }, { mult = "+", StatusText = true })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.9,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
return true
end,
}))
update_hand_text({ delay = 0 }, { chips = "+", StatusText = true })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.9,
func = function()
play_sound("tarot1")
used_consumable:juice_up(0.8, 0.5)
G.TAROT_INTERRUPT_PULSE = nil
return true
end,
}))
update_hand_text({ sound = "button", volume = 0.7, pitch = 0.9, delay = 0 }, { level = "+" .. quota })
delay(1.3)
for k, v in pairs(G.GAME.hands) do
level_up_hand(card, k, true, quota)
end
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
else
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
attention_text({
text = localize("k_nope_ex"),
scale = 1.3,
hold = 1.4,
major = used_consumable,
backdrop_colour = G.C.SECONDARY_SET.Planet,
align = (
G.STATE == G.STATES.TAROT_PACK
or G.STATE == G.STATES.SPECTRAL_PACK
or G.STATE == G.STATES.SMODS_BOOSTER_OPENED
)
and "tm"
or "cm",
offset = {
x = 0,
y = (
G.STATE == G.STATES.TAROT_PACK
or G.STATE == G.STATES.SPECTRAL_PACK
or G.STATE == G.STATES.SMODS_BOOSTER_OPENED
)
and -0.2
or 0,
},
silent = true,
})
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.06 * G.SETTINGS.GAMESPEED,
blockable = false,
blocking = false,
func = function()
play_sound("tarot2", 0.76, 0.4)
return true
end,
}))
play_sound("tarot2", 1, 0.4)
used_consumable:juice_up(0.3, 0.5)
return true
end,
}))
end
end
end,
calculate = function(self, card, context) --Observatory effect: (G.GAME.probabilities.normal) in (odds) chance for (G.P_CENTERS.v_observatory.config.extra) Mult
if
G.GAME.used_vouchers.v_observatory
and (pseudorandom("nstar") < G.GAME.probabilities.normal / card.ability.extra.odds)
then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
}
local nstar = {
object_type = "Consumable",
set = "Planet",
name = "cry-nstar",
key = "nstar",
pos = { x = 4, y = 1 },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 6,
set_card_type_badge = function(self, card, badges)
badges[1] = create_badge(localize("k_planet_q"), get_type_colour(self or card.config, card), nil, 1.2)
end,
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
return { vars = { (G.GAME and G.GAME.neutronstarsusedinthisrun or 0) } }
end,
use = function(self, card, area, copier)
local used_consumable = copier or card
--Get amount of Neutron stars use this run or set to 0 if nil
G.GAME.neutronstarsusedinthisrun = G.GAME.neutronstarsusedinthisrun or 0
--Add +1 to amount of neutron stars used this run
G.GAME.neutronstarsusedinthisrun = G.GAME.neutronstarsusedinthisrun + 1
local neutronhand = neutronstarrandomhand() --Random poker hand
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{
handname = localize(neutronhand, "poker_hands"),
chips = G.GAME.hands[neutronhand].chips,
mult = G.GAME.hands[neutronhand].mult,
level = G.GAME.hands[neutronhand].level,
}
)
--level up once for each neutron star used this run
level_up_hand(used_consumable, neutronhand, nil, G.GAME.neutronstarsusedinthisrun)
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
end,
bulk_use = function(self, card, area, copier, number)
local used_consumable = copier or card
G.GAME.neutronstarsusedinthisrun = G.GAME.neutronstarsusedinthisrun or 0
local handstolv = {}
local neutronhand = "n/a"
for i = 1, number do
G.GAME.neutronstarsusedinthisrun = G.GAME.neutronstarsusedinthisrun + 1
neutronhand = neutronstarrandomhand()
handstolv[neutronhand] = (handstolv[neutronhand] or 0) + G.GAME.neutronstarsusedinthisrun
end
for k, v in pairs(handstolv) do
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{
handname = localize(k, "poker_hands"),
chips = G.GAME.hands[k].chips,
mult = G.GAME.hands[k].mult,
level = G.GAME.hands[k].level,
}
)
card_eval_status_text(
used_consumable,
"extra",
nil,
nil,
nil,
{ message = "+" .. tostring(v), colour = G.C.BLUE }
)
level_up_hand(used_consumable, k, nil, v)
end
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
G.E_MANAGER:add_event(
Event({
trigger = "after",
func = function()
handstolv = nil
return true
end,
})
)
end,
calculate = function(self, card, context) --Observatory effect: X0.04 mult for each neutron star used this run
if G.GAME.used_vouchers.v_observatory and G.GAME.neutronstarsusedinthisrun ~= nil then
return {
message = localize({
type = "variable",
key = "a_xmult",
vars = { 1 + (0.04 * G.GAME.neutronstarsusedinthisrun) },
}),
Xmult_mod = 1 + (0.04 * G.GAME.neutronstarsusedinthisrun),
}
end
end,
}
local sunplanet = {
object_type = "Consumable",
set = "Planet",
name = "cry-sunplanet",
key = "sunplanet",
pos = { x = 5, y = 2 },
cost = 4,
aurinko = true,
atlas = "atlasnotjokers",
order = 7,
set_card_type_badge = function(self, card, badges)
badges[1] = create_badge(localize("cry_p_star"), get_type_colour(self or card.config, card), nil, 1.2)
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
local used_consumable = copier or card
local sunlevel = (G.GAME.sunnumber and G.GAME.sunnumber or 0)+1
delay(0.4)
update_hand_text({sound = 'button', volume = 0.7, pitch = 0.8, delay = 0.3}, {handname=localize('cry_asc_hands'),chips = '...', mult = '...', level=sunlevel})
delay(1.0)
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.2, func = function()
play_sound('tarot1')
ease_colour(G.C.UI_CHIPS, copy_table(G.C.GOLD), 0.1)
ease_colour(G.C.UI_MULT, copy_table(G.C.GOLD), 0.1)
cry_pulse_flame(0.01, sunlevel)
used_consumable:juice_up(0.8, 0.5)
G.E_MANAGER:add_event(Event({
trigger = 'after',
blockable = false,
blocking = false,
delay = 1.2,
func = (function()
ease_colour(G.C.UI_CHIPS, G.C.BLUE, 1)
ease_colour(G.C.UI_MULT, G.C.RED, 1)
return true
end)
}))
return true end }))
update_hand_text({sound = 'button', volume = 0.7, pitch = 0.9, delay = 0}, {level=sunlevel+1})
delay(2.6)
G.GAME.sunnumber = G.GAME.sunnumber ~= nil and G.GAME.sunnumber + 1 or 1
update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
end,
bulk_use = function(self, card, area, copier, number)
local used_consumable = copier or card
local sunlevel = (G.GAME.sunnumber and G.GAME.sunnumber or 0)+1
delay(0.4)
update_hand_text({sound = 'button', volume = 0.7, pitch = 0.8, delay = 0.3}, {handname=localize('cry_asc_hands'),chips = '...', mult = '...', level=sunlevel})
delay(1.0)
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.2, func = function()
play_sound('tarot1')
ease_colour(G.C.UI_CHIPS, copy_table(G.C.GOLD), 0.1)
ease_colour(G.C.UI_MULT, copy_table(G.C.GOLD), 0.1)
cry_pulse_flame(0.01, (sunlevel-1)+number)
used_consumable:juice_up(0.8, 0.5)
G.E_MANAGER:add_event(Event({
trigger = 'after',
blockable = false,
blocking = false,
delay = 1.2,
func = (function()
ease_colour(G.C.UI_CHIPS, G.C.BLUE, 1)
ease_colour(G.C.UI_MULT, G.C.RED, 1)
return true
end)
}))
return true end }))
update_hand_text({sound = 'button', volume = 0.7, pitch = 0.9, delay = 0}, {level=sunlevel+number})
delay(2.6)
G.GAME.sunnumber = G.GAME.sunnumber ~= nil and G.GAME.sunnumber + number or number
update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
end,
calculate = function(self, card, context) --Observatory effect: X1.5 mult if hand is an ascended hand
if G.GAME.used_vouchers.v_observatory and G.GAME.current_round.current_hand.cry_asc_num ~= 0 then
local value = G.P_CENTERS.v_observatory.config.extra
return {
message = localize({ type = "variable", key = "a_xmult", vars = { value } }),
Xmult_mod = value,
}
end
end,
loc_vars = function(self, info_queue, center)
local levelone = (G.GAME.sunnumber and G.GAME.sunnumber or 0)+1
local planetcolourone = G.C.HAND_LEVELS[math.min(levelone, 7)]
if levelone == 1 then
planetcolourone = G.C.UI.TEXT_DARK
end
return {
vars = {
(G.GAME.sunnumber and G.GAME.sunnumber or 0)+1,
((G.GAME.sunnumber and G.GAME.sunnumber or 0)/20) + 1.25,
colours = { planetcolourone },
},
}
end,
in_pool = function(self)
if G.GAME.cry_asc_played and G.GAME.cry_asc_played > 0 then
return true
end
return false
end,
}
function suit_level_up(center, card, area, copier, number)
local used_consumable = copier or card
for _, v in pairs(card.config.center.config.hand_types) do
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{
handname = localize(v, "poker_hands"),
chips = G.GAME.hands[v].chips,
mult = G.GAME.hands[v].mult,
level = G.GAME.hands[v].level,
}
)
level_up_hand(used_consumable, v, nil, number)
end
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
end
function neutronstarrandomhand(ignore, seed, allowhidden)
--From JenLib's get_random_hand
local chosen_hand
ignore = ignore or {}
seed = seed or "randomhand"
if type(ignore) ~= "table" then
ignore = { ignore }
end
while true do
chosen_hand = pseudorandom_element(G.handlist, pseudoseed(seed))
if G.GAME.hands[chosen_hand].visible or allowhidden then
local safe = true
for _, v in pairs(ignore) do
if v == chosen_hand then
safe = false
end
end
if safe then
break
end
end
end
return chosen_hand
end
local planet_cards = { planetlua, nstar, timantti, klubi, sydan, lapio, sunplanet }
if Cryptid.enabled["Misc."] then
planet_cards[#planet_cards + 1] = kaikki
end
if not (SMODS.Mods["jen"] or {}).can_load then
end
return { name = "Planets", init = function() end, items = planet_cards }