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

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--note to self: refer to https://docs.google.com/document/d/1LNaIouU3vrtWIuPBdFCqLyjYAjVtq7t64xjHnckEY50/edit for order of remaining consumables
local code = {
object_type = "ConsumableType",
key = "Code",
primary_colour = HEX("14b341"),
secondary_colour = HEX("12f254"),
collection_rows = { 4, 4 }, -- 4 pages for all code cards
shop_rate = 0.0,
loc_txt = {},
default = (SMODS.Mods['jen'] or {}).can_load and "c_cry_oboe" or "c_cry_crash",
can_stack = true,
can_divide = true,
}
local code_atlas = {
object_type = "Atlas",
key = "code",
path = "c_cry_code.png",
px = 71,
py = 95,
}
SMODS.UndiscoveredSprite({
key = "Code",
atlas = "code",
path = "c_cry_code.png",
pos = { x = 2, y = 5 },
px = 71,
py = 95,
}):register()
SMODS.UndiscoveredSprite({ --todo change?
key = "Unique",
atlas = "code",
path = "c_cry_code.png",
pos = { x = 2, y = 5 },
px = 71,
py = 95,
}):register()
local pack_atlas = {
object_type = "Atlas",
key = "pack",
path = "pack_cry.png",
px = 71,
py = 95,
}
local pack1 = {
object_type = "Booster",
key = "code_normal_1",
kind = "Code",
atlas = "pack",
pos = { x = 0, y = 0 },
config = { extra = 2, choose = 1 },
cost = 4,
order = 1,
weight = 0.96,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program")
end,
ease_background_colour = function(self)
ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
end,
loc_vars = function(self, info_queue, card)
return { vars = { card.config.center.config.choose, card.ability.extra } }
end,
group_key = "k_cry_program_pack",
}
local pack2 = {
object_type = "Booster",
key = "code_normal_2",
kind = "Code",
atlas = "pack",
pos = { x = 1, y = 0 },
config = { extra = 2, choose = 1 },
cost = 4,
order = 2,
weight = 0.96,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program")
end,
ease_background_colour = function(self)
ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
end,
loc_vars = function(self, info_queue, card)
return { vars = { card.config.center.config.choose, card.ability.extra } }
end,
group_key = "k_cry_program_pack",
}
local packJ = {
object_type = "Booster",
key = "code_jumbo_1",
kind = "Code",
atlas = "pack",
pos = { x = 2, y = 0 },
config = { extra = 4, choose = 1 },
cost = 6,
order = 3,
weight = 0.48,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program")
end,
ease_background_colour = function(self)
ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
end,
loc_vars = function(self, info_queue, card)
return { vars = { card.config.center.config.choose, card.ability.extra } }
end,
group_key = "k_cry_program_pack",
}
local packM = {
object_type = "Booster",
key = "code_mega_1",
kind = "Code",
atlas = "pack",
pos = { x = 3, y = 0 },
config = { extra = 4, choose = 2 },
cost = 8,
order = 4,
weight = 0.12,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program")
end,
ease_background_colour = function(self)
ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
end,
loc_vars = function(self, info_queue, card)
return { vars = { card.config.center.config.choose, card.ability.extra } }
end,
group_key = "k_cry_program_pack",
}
local console = {
object_type = "Tag",
atlas = "tag_cry",
name = "cry-Console Tag",
order = 26,
pos = { x = 3, y = 2 },
config = { type = "new_blind_choice" },
key = "console",
min_ante = 2,
loc_vars = function(self, info_queue)
info_queue[#info_queue + 1] = { set = "Other", key = "p_cry_code_normal_1", specific_vars = { 1, 2 } }
return { vars = {} }
end,
apply = function(self, tag, context)
if context.type == "new_blind_choice" then
tag:yep("+", G.C.SECONDARY_SET.Code, function()
local key = "p_cry_code_normal_" .. math.random(1, 2)
local card = Card(
G.play.T.x + G.play.T.w / 2 - G.CARD_W * 1.27 / 2,
G.play.T.y + G.play.T.h / 2 - G.CARD_H * 1.27 / 2,
G.CARD_W * 1.27,
G.CARD_H * 1.27,
G.P_CARDS.empty,
G.P_CENTERS[key],
{ bypass_discovery_center = true, bypass_discovery_ui = true }
)
card.cost = 0
card.from_tag = true
G.FUNCS.use_card({ config = { ref_table = card } })
if G.GAME.modifiers.cry_force_edition and not G.GAME.modifiers.cry_force_random_edition then
card:set_edition(nil, true, true)
elseif G.GAME.modifiers.cry_force_random_edition then
local edition = cry_poll_random_edition()
card:set_edition(edition, true, true)
end
card:start_materialize()
return true
end)
tag.triggered = true
return true
end
end,
}
local crash = {
object_type = "Consumable",
set = "Code",
name = "cry-Crash",
key = "crash",
pos = { x = 0, y = 0 },
config = {},
cost = 4,
atlas = "code",
order = 1,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
if not G.PROFILES[G.SETTINGS.profile].consumeable_usage["c_cry_crash"] then
set_consumeable_usage(card)
end
-- I'm being VERY safe here, game gets really weird and sometimes does and doesn't save ://CRASH use
G:save_settings()
G:save_progress()
local f = pseudorandom_element(crashes, pseudoseed("cry_crash"))
f(self, card, area, copier)
end,
}
local payload = {
object_type = "Consumable",
set = "Code",
name = "cry-Payload",
key = "payload",
pos = { x = 1, y = 0 },
config = { interest_mult = 3 },
loc_vars = function(self, info_queue, center)
return { vars = { self.config.interest_mult } }
end,
cost = 4,
atlas = "code",
order = 2,
can_use = function(self, card)
return true
end,
can_bulk_use = true,
use = function(self, card, area, copier)
G.GAME.cry_payload = (G.GAME.cry_payload or 1) * card.ability.interest_mult
end,
bulk_use = function(self, card, area, copier, number)
G.GAME.cry_payload = (G.GAME.cry_payload or 1) * card.ability.interest_mult ^ number
end,
}
local reboot = {
object_type = "Consumable",
set = "Code",
name = "cry-Reboot",
key = "reboot",
pos = { x = 2, y = 0 },
config = {},
cost = 4,
atlas = "code",
order = 3,
can_use = function(self, card)
return G.STATE == G.STATES.SELECTING_HAND
end,
use = function(self, card, area, copier)
G.FUNCS.draw_from_hand_to_discard()
G.FUNCS.draw_from_discard_to_deck()
ease_discard(
math.max(0, G.GAME.round_resets.discards + G.GAME.round_bonus.discards) - G.GAME.current_round.discards_left
)
ease_hands_played(
math.max(1, G.GAME.round_resets.hands + G.GAME.round_bonus.next_hands) - G.GAME.current_round.hands_left
)
for k, v in pairs(G.playing_cards) do
v.ability.wheel_flipped = nil
end
G.E_MANAGER:add_event(Event({
trigger = "immediate",
func = function()
G.STATE = G.STATES.DRAW_TO_HAND
G.deck:shuffle("cry_reboot" .. G.GAME.round_resets.ante)
G.deck:hard_set_T()
G.STATE_COMPLETE = false
return true
end,
}))
end,
}
local revert = {
object_type = "Consumable",
set = "Code",
name = "cry-Revert",
key = "revert",
pos = { x = 3, y = 0 },
config = {},
cost = 4,
atlas = "code",
order = 4,
can_use = function(self, card)
return G.GAME.cry_revert
end,
use = function(self, card, area, copier)
G.E_MANAGER:add_event(
Event({
trigger = "after",
delay = G.SETTINGS.GAMESPEED,
func = function()
G:delete_run()
G:start_run({
savetext = STR_UNPACK(G.GAME.cry_revert),
})
end,
}),
"other"
)
end,
}
local semicolon = {
object_type = "Consumable",
set = "Code",
name = "cry-Semicolon",
key = "semicolon",
pos = {
x = 0,
y = 1,
},
config = {},
cost = 4,
atlas = "code",
order = 32,
can_use = function(self, card)
return G.STATE == G.STATES.SELECTING_HAND and not G.GAME.blind.boss
end,
use = function(self, card, area, copier)
G.E_MANAGER:add_event(
Event({
trigger = "immediate",
func = function()
if G.STATE ~= G.STATES.SELECTING_HAND then
return false
end
G.GAME.current_round.semicolon = true
G.STATE = G.STATES.HAND_PLAYED
G.STATE_COMPLETE = true
end_round()
return true
end,
}),
"other"
)
end,
}
local malware = {
object_type = "Consumable",
set = "Code",
name = "cry-Malware",
key = "malware",
pos = {
x = 1,
y = 1,
},
config = {},
cost = 4,
atlas = "code",
order = 9,
can_use = function(self, card)
return #G.hand.cards > 0
end,
use = function(self, card, area, copier)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
play_sound("tarot1")
card:juice_up(0.3, 0.5)
return true
end,
}))
for i = 1, #G.hand.cards do
local percent = 1.15 - (i - 0.999) / (#G.hand.cards - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.cards[i]:flip()
play_sound("card1", percent)
G.hand.cards[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
delay(0.2)
for i = 1, #G.hand.cards do
local CARD = G.hand.cards[i]
local percent = 0.85 + (i - 0.999) / (#G.hand.cards - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
CARD:flip()
CARD:set_edition({
cry_glitched = true,
})
play_sound("tarot2", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
end,
}
local seed = {
object_type = "Consumable",
set = "Code",
name = "cry-Seed",
key = "seed",
pos = {
x = 3,
y = 1,
},
config = {},
cost = 4,
atlas = "code",
order = 12,
can_use = function(self, card)
--the card itself and one other card
return #G.jokers.highlighted
+ #G.hand.highlighted
+ #G.consumeables.highlighted
+ (G.pack_cards and #G.pack_cards.highlighted or 0)
== 2
end,
loc_vars = function(self, info_queue, card)
info_queue[#info_queue + 1] = { key = "cry_rigged", set = "Other", vars = {} }
end,
use = function(self, card, area, copier)
if area then
area:remove_from_highlighted(card)
end
if G.jokers.highlighted[1] then
G.jokers.highlighted[1].ability.cry_rigged = true
if G.jokers.highlighted[1].config.center.key == "j_cry_googol_play" then
check_for_unlock({ type = "googol_play_rigged" })
end
end
if G.hand.highlighted[1] then
G.hand.highlighted[1].ability.cry_rigged = true
end
if G.consumeables.highlighted[1] then
G.consumeables.highlighted[1].ability.cry_rigged = true
end
if G.pack_cards and G.pack_cards.highlighted[1] then
G.pack_cards.highlighted[1].ability.cry_rigged = true
end
end,
}
local rigged = {
object_type = "Sticker",
atlas = "sticker",
pos = { x = 5, y = 1 },
key = "cry_rigged",
no_sticker_sheet = true,
prefix_config = { key = false },
badge_colour = HEX("14b341"),
draw = function(self, card) --don't draw shine
G.shared_stickers[self.key].role.draw_major = card
G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, nil, card.children.center)
end,
}
local hook = {
object_type = "Consumable",
set = "Code",
name = "cry-Hook",
key = "hook",
pos = {
x = 0,
y = 4,
},
config = {},
cost = 4,
atlas = "code",
order = 14,
can_use = function(self, card)
return #G.jokers.highlighted == 2
end,
loc_vars = function(self, info_queue, card)
info_queue[#info_queue + 1] = { key = "cry_hooked", set = "Other", vars = { "hooked Joker" } }
end,
use = function(self, card, area, copier)
G.jokers.highlighted[1].ability.cry_hooked = true
G.jokers.highlighted[2].ability.cry_hooked = true
G.jokers.highlighted[1].hook_id = G.jokers.highlighted[2].sort_id
G.jokers.highlighted[2].hook_id = G.jokers.highlighted[1].sort_id
end,
}
local hooked = {
object_type = "Sticker",
atlas = "sticker",
pos = { x = 5, y = 3 },
loc_vars = function(self, info_queue, card)
local var
if not card or not card.hook_id then
var = "["..localize("k_joker").."]"
else
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].sort_id == card.hook_id then
var = localize({ type = "name_text", set = "Joker", key = G.jokers.cards[i].config.center.key })
end
end
var = var or "[no joker found - " .. (card.hook_id or "nil") .. "]"
end
return { vars = { var or "hooked Joker" } }
end,
key = "cry_hooked",
no_sticker_sheet = true,
prefix_config = { key = false },
badge_colour = HEX("14b341"),
draw = function(self, card) --don't draw shine
G.shared_stickers[self.key].role.draw_major = card
G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, nil, card.children.center)
end,
}
local variable = {
object_type = "Consumable",
set = "Code",
key = "variable",
name = "cry-Variable",
atlas = "code",
pos = {
x = 2,
y = 1,
},
cost = 4,
order = 8,
config = { max_highlighted = 2, extra = { enteredrank = "" } },
loc_vars = function(self, info_queue, card)
return { vars = { self.config.max_highlighted } }
end,
use = function(self, card, area, copier)
G.GAME.USING_CODE = true
G.ENTERED_RANK = ""
G.CHOOSE_RANK = UIBox({
definition = create_UIBox_variable(card),
config = {
align = "cm",
offset = { x = 0, y = 10 },
major = G.ROOM_ATTACH,
bond = "Weak",
instance_type = "POPUP",
},
})
G.CHOOSE_RANK.alignment.offset.y = 0
G.ROOM.jiggle = G.ROOM.jiggle + 1
G.CHOOSE_RANK:align_to_major()
end,
}
local class = {
object_type = "Consumable",
set = "Code",
key = "class",
name = "cry-Class",
atlas = "code",
pos = {
x = 4,
y = 1,
},
cost = 4,
order = 16,
config = { max_highlighted = 1, extra = { enteredrank = "" } },
loc_vars = function(self, info_queue, card)
return { vars = { self.config.max_highlighted } }
end,
use = function(self, card, area, copier)
G.GAME.USING_CODE = true
G.ENTERED_ENH = ""
G.CHOOSE_ENH = UIBox({
definition = create_UIBox_class(card),
config = {
align = "cm",
offset = { x = 0, y = 10 },
major = G.ROOM_ATTACH,
bond = "Weak",
instance_type = "POPUP",
},
})
G.CHOOSE_ENH.alignment.offset.y = 0
G.ROOM.jiggle = G.ROOM.jiggle + 1
G.CHOOSE_ENH:align_to_major()
end,
}
local commit = {
object_type = "Consumable",
set = "Code",
key = "commit",
name = "cry-Commit",
atlas = "code",
pos = {
x = 1,
y = 2,
},
cost = 4,
order = 31,
can_use = function(self, card)
return #G.jokers.highlighted == 1
and not G.jokers.highlighted[1].ability.eternal
and not (
type(G.jokers.highlighted[1].config.center.rarity) == "number"
and G.jokers.highlighted[1].config.center.rarity >= 5
)
end,
use = function(self, card, area, copier)
local deleted_joker_key = G.jokers.highlighted[1].config.center.key
local rarity = G.jokers.highlighted[1].config.center.rarity
local legendary = nil
--please someone add a rarity api to steamodded
if rarity == 1 then
rarity = 0
elseif rarity == 2 then
rarity = 0.9
elseif rarity == 3 then
rarity = 0.99
elseif rarity == 4 then
rarity = nil
legendary = true
end -- Deleted check for "cry epic" it was giving rare jokers by setting rarity to 1
local _first_dissolve = nil
G.E_MANAGER:add_event(Event({
trigger = "before",
delay = 0.75,
func = function()
G.jokers.highlighted[1]:start_dissolve(nil, _first_dissolve)
_first_dissolve = true
return true
end,
}))
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
play_sound("timpani")
local card = create_card("Joker", G.jokers, legendary, rarity, nil, nil, nil, "cry_commit")
card:add_to_deck()
G.jokers:emplace(card)
card:juice_up(0.3, 0.5)
if card.config.center.key == deleted_joker_key then
check_for_unlock({ type = "pr_unlock" })
end
return true
end,
}))
end,
}
local merge = {
object_type = "Consumable",
set = "Code",
key = "merge",
name = "cry-Merge",
atlas = "code",
pos = {
x = 0,
y = 2,
},
cost = 4,
order = 21,
can_use = function(self, card)
if #G.hand.highlighted ~= 1 + (card.area == G.hand and 1 or 0) then
return false
end
if #G.consumeables.highlighted ~= 1 + (card.area == G.consumeables and 1 or 0) then
return false
end
local n = 1
if G.hand.highlighted[1] == card then
n = 2
end
if G.hand.highlighted[n].ability.consumeable then
return false
end
local m = 1
if G.consumeables.highlighted[1] == card then
m = 2
end
if G.consumeables.highlighted[m].ability.eternal or G.consumeables.highlighted[m].ability.set == "Unique" or not G.consumeables.highlighted[m].ability.consumeable then
return false
end
return true
end,
use = function(self, card, area, copier)
G.E_MANAGER:add_event(Event({
trigger = "immediate",
func = function()
G.cry_mergearea1 =
CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 })
G.cry_mergearea2 =
CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 })
area:remove_from_highlighted(card)
local key = G.consumeables.highlighted[1].config.center.key
local c = G.consumeables.highlighted[1]
local CARD = G.hand.highlighted[1]
card:start_dissolve()
play_sound("card1")
G.consumeables:remove_from_highlighted(c)
CARD.area = G.cry_mergearea1
c.area = G.cry_mergearea2
draw_card(G.hand, G.cry_mergearea1, 1, "up", true, CARD)
draw_card(G.consumeables, G.cry_mergearea2, 1, "up", true, c)
delay(0.2)
CARD:flip()
c:flip()
delay(0.2)
local percent = 0.85 + (1 - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
play_sound("timpani")
c:start_dissolve(nil, nil, 0)
CARD:flip()
CARD:set_ability(G.P_CENTERS[key], true, nil)
play_sound("tarot2", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
delay(0.5)
draw_card(G.cry_mergearea1, G.hand, 1, "up", true, CARD)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.5,
func = function()
G.cry_mergearea2:remove_card(c)
G.cry_mergearea2:remove()
G.cry_mergearea1:remove()
G.cry_mergearea1 = nil
G.cry_mergearea2 = nil
return true
end,
}))
return true
end,
}))
end,
}
local multiply = {
object_type = "Consumable",
set = "Code",
key = "multiply",
name = "cry-Multiply",
atlas = "code",
order = 24,
pos = {
x = 3,
y = 2,
},
cost = 4,
can_use = function(self, card)
return #G.jokers.highlighted == 1 and not Card.no(G.jokers.highlighted[1], "immune_to_chemach", true) and not Card.no(G.jokers.highlighted[1], "immutable", true)
end,
use = function(self, card, area, copier)
if not G.jokers.highlighted[1].cry_multiply then
G.jokers.highlighted[1].cry_multiply = 1
end
G.jokers.highlighted[1].cry_multiply = G.jokers.highlighted[1].cry_multiply * 2
cry_with_deck_effects(G.jokers.highlighted[1], function(card)
cry_misprintize(card, { min = 2, max = 2 }, nil, true)
end)
end,
}
local divide = {
object_type = "Consumable",
set = "Code",
key = "divide",
name = "cry-Divide",
atlas = "code",
order = 23,
pos = {
x = 2,
y = 2,
},
cost = 4,
can_use = function(self, card)
return G.STATE == G.STATES.SHOP
end,
can_bulk_use = true,
use = function(self, card, area, copier)
for i = 1, #G.shop_jokers.cards do
local c = G.shop_jokers.cards[i]
c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5
c:set_cost()
end
for i = 1, #G.shop_booster.cards do
local c = G.shop_booster.cards[i]
c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5
c:set_cost()
end
for i = 1, #G.shop_vouchers.cards do
local c = G.shop_vouchers.cards[i]
c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5
c:set_cost()
end
end,
bulk_use = function(self, card, area, copier, number)
for i = 1, #G.shop_jokers.cards do
local c = G.shop_jokers.cards[i]
c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number)
c:set_cost()
end
for i = 1, #G.shop_booster.cards do
local c = G.shop_booster.cards[i]
c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number)
c:set_cost()
end
for i = 1, #G.shop_vouchers.cards do
local c = G.shop_vouchers.cards[i]
c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number)
c:set_cost()
end
end,
}
local delete = {
object_type = "Consumable",
set = "Code",
key = "delete",
name = "cry-Delete",
atlas = "code",
order = 18,
pos = {
x = 4,
y = 2,
},
cost = 4,
can_use = function(self, card)
return G.STATE == G.STATES.SHOP
and card.area == G.consumeables
and #G.shop_jokers.highlighted + #G.shop_booster.highlighted + #G.shop_vouchers.highlighted == 1
and G.shop_jokers.highlighted[1] ~= self
and G.shop_booster.highlighted[1] ~= self
and G.shop_vouchers.highlighted[1] ~= self
end,
use = function(self, card, area, copier)
if not G.GAME.banned_keys then
G.GAME.banned_keys = {}
end -- i have no idea if this is always initialised already tbh
local a = nil
local c = nil
if G.shop_jokers.highlighted[1] then
a = G.shop_jokers
c = G.shop_jokers.highlighted[1]
end
if G.shop_booster.highlighted[1] then
a = G.shop_booster
c = G.shop_booster.highlighted[1]
end
if G.shop_vouchers.highlighted[1] then
a = G.shop_vouchers
c = G.shop_vouchers.highlighted[1]
if c.shop_voucher then
G.GAME.current_round.voucher = nil
G.GAME.current_round.cry_voucher_edition = nil
G.GAME.current_round.cry_voucher_stickers =
{ eternal = false, perishable = false, rental = false, pinned = false, banana = false }
end
end
if c.config.center.rarity == "cry_exotic" then
check_for_unlock({ type = "what_have_you_done" })
end
G.GAME.banned_keys[c.config.center.key] = true
c:start_dissolve()
end,
}
local spaghetti = {
object_type = "Consumable",
set = "Code",
key = "spaghetti",
name = "cry-Spaghetti",
atlas = "code",
order = 13,
pos = {
x = 5,
y = 2,
},
cost = 4,
loc_vars = function(self, info_queue, card)
info_queue[#info_queue + 1] = G.P_CENTERS.e_cry_glitched
info_queue[#info_queue + 1] = { set = "Other", key = "food_jokers" }
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
local card = create_card(
"Joker",
G.jokers,
nil,
nil,
nil,
nil,
Cryptid.get_food("cry_spaghetti")
)
card:set_edition({
cry_glitched = true,
})
card:add_to_deck()
G.jokers:emplace(card)
end,
}
local machinecode = {
object_type = "Consumable",
set = "Code",
name = "cry-Machine Code",
key = "machinecode",
pos = { x = 0, y = 3 },
cost = 3,
atlas = "code",
order = 19,
can_use = function(self, card)
return true
end,
can_bulk_use = true,
use = function(self, card, area, copier)
local card = create_card("Consumeables", G.consumables, nil, nil, nil, nil, nil, "cry_machinecode")
card:set_edition({ cry_glitched = true })
card:add_to_deck()
G.consumeables:emplace(card)
end,
}
local run = {
object_type = "Consumable",
set = "Code",
name = "cry-Run",
key = "run",
pos = { x = 5, y = 0 },
cost = 3,
atlas = "code",
order = 6,
can_use = function(self, card)
return G.GAME.blind and G.GAME.blind.in_blind
end,
can_bulk_use = true,
use = function(self, card, area, copier)
G.cry_runarea = CardArea(
G.discard.T.x,
G.discard.T.y,
G.discard.T.w,
G.discard.T.h,
{ type = "discard", card_limit = 1e100 }
)
local hand_count = #G.hand.cards
for i = 1, hand_count do
draw_card(G.hand, G.cry_runarea, i * 100 / hand_count, "down", nil, nil, 0.07)
end
G.E_MANAGER:add_event(Event({
trigger = "immediate",
func = function()
G.GAME.current_round.jokers_purchased = 0
G.STATE = G.STATES.SHOP
G.GAME.USING_CODE = true
G.GAME.USING_RUN = true
G.GAME.RUN_STATE_COMPLETE = 0
G.GAME.shop_free = nil
G.GAME.shop_d6ed = nil
G.STATE_COMPLETE = false
return true
end,
}))
end,
}
local exploit = {
object_type = "Consumable",
set = "Code",
key = "exploit",
name = "cry-Exploit",
atlas = "code",
pos = {
x = 1,
y = 3,
},
cost = 4,
order = 28,
config = { extra = { enteredhand = "" } }, -- i don't think this ever uses config...?
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
G.GAME.USING_CODE = true
G.ENTERED_HAND = ""
G.CHOOSE_HAND = UIBox({
definition = create_UIBox_exploit(card),
config = {
align = "cm",
offset = { x = 0, y = 10 },
major = G.ROOM_ATTACH,
bond = "Weak",
instance_type = "POPUP",
},
})
G.CHOOSE_HAND.alignment.offset.y = 0
G.ROOM.jiggle = G.ROOM.jiggle + 1
G.CHOOSE_HAND:align_to_major()
end,
}
local oboe = {
object_type = "Consumable",
set = "Code",
key = "oboe",
name = "cry-oboe",
atlas = "code",
order = 10,
config = { extra = { choices = 1 } },
pos = {
x = 2,
y = 3,
},
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
if not card then
return { vars = { self.config.extra.choices, (G.GAME and G.GAME.cry_oboe or 0) } }
end
return { vars = { card.ability.extra.choices, (G.GAME and G.GAME.cry_oboe or 0) } }
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
G.GAME.cry_oboe = (G.GAME.cry_oboe or 0) + card.ability.extra.choices
end,
bulk_use = function(self, card, area, copier, number)
G.GAME.cry_oboe = (G.GAME.cry_oboe or 0) + (card.ability.extra.choices * number)
end,
}
local rework = {
object_type = "Consumable",
set = "Code",
key = "rework",
name = "cry-Rework",
atlas = "code",
order = 25,
pos = {
x = 3,
y = 3,
},
cost = 4,
loc_vars = function(self, info_queue)
info_queue[#info_queue + 1] =
{ set = "Tag", key = "tag_cry_rework", specific_vars = { "[edition]", "[joker]" } }
return { vars = {} }
end,
can_use = function(self, card)
--todo: nostalgic deck compat
return #G.jokers.highlighted == 1 and not G.jokers.highlighted[1].ability.eternal
and G.jokers.highlighted[1].ability.name ~= "cry-meteor"
and G.jokers.highlighted[1].ability.name ~= "cry-exoplanet"
and G.jokers.highlighted[1].ability.name ~= "cry-stardust"
and G.jokers.highlighted[1].config.center.rarity ~= "cry_cursed"
end,
use = function(self, card, area, copier)
local jkr = G.jokers.highlighted[1]
local found_index = 1
if jkr.edition then
for i, v in ipairs(G.P_CENTER_POOLS.Edition) do
if v.key == jkr.edition.key then
found_index = i
break
end
end
end
found_index = found_index + 1
if found_index > #G.P_CENTER_POOLS.Edition then
found_index = found_index - #G.P_CENTER_POOLS.Edition
end
local tag = Tag("tag_cry_rework")
if not tag.ability then
tag.ability = {}
end
tag.ability.rework_key = jkr.config.center.key
tag.ability.rework_edition = G.P_CENTER_POOLS.Edition[found_index].key
add_tag(tag)
--SMODS.Tags.tag_cry_rework.apply(tag, {type = "store_joker_create"})
G.E_MANAGER:add_event(Event({
trigger = "before",
delay = 0.75,
func = function()
jkr:start_dissolve()
return true
end,
}))
end,
}
local rework_tag = {
object_type = "Tag",
atlas = "tag_cry",
name = "cry-Rework Tag",
order = 19,
pos = { x = 0, y = 3 },
config = { type = "store_joker_create" },
key = "rework",
ability = { rework_edition = nil, rework_key = nil },
apply = function(self, tag, context)
if context.type == "store_joker_create" then
local card = create_card("Joker", context.area, nil, nil, nil, nil, (tag.ability.rework_key or "j_scholar"))
create_shop_card_ui(card, "Joker", context.area)
card:set_edition((tag.ability.rework_edition or "e_foil"), true, nil, true)
card.states.visible = false
tag:yep("+", G.C.FILTER, function()
card:start_materialize()
return true
end)
tag.triggered = true
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.5,
func = function()
save_run() --fixes savescum bugs hopefully?
return true
end,
}))
return card
end
end,
in_pool = function()
return false
end,
}
local patch = {
object_type = "Consumable",
set = "Code",
key = "patch",
name = "cry-patch",
atlas = "code",
order = 26,
config = { },
pos = {
x = 1,
y = 4,
},
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
return { }
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
for i = 1, #G.hand.cards do
local CARD = G.hand.cards[i]
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
CARD:flip()
return true
end,
}))
end
for i = 1, #G.jokers.cards do
local CARD = G.jokers.cards[i]
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
CARD:flip()
return true
end,
}))
end
for i = 1, #G.consumeables.cards do
local CARD = G.consumeables.cards[i]
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
CARD:flip()
return true
end,
}))
end
delay(0.2)
for i = 1, #G.hand.cards do
local CARD = G.hand.cards[i]
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
if CARD.facing == "back" then
CARD:flip()
end
CARD.debuff = false
CARD.cry_debuff_immune = true
CARD.ability.perishable = nil
CARD.pinned = nil
CARD:set_rental(nil)
if not CARD.sob then
CARD:set_eternal(nil)
end
CARD.ability.banana = nil
if Cryptid.enabled["Spooky"] then
CARD.ability.cry_possessed = nil
SMODS.Stickers.cry_flickering:apply(CARD, nil)
end
play_sound("tarot2", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
for i = 1, #G.jokers.cards do
local CARD = G.jokers.cards[i]
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
if CARD.facing == "back" then
CARD:flip()
end
CARD.debuff = false
CARD.ability.perishable = nil
CARD.pinned = nil
CARD:set_rental(nil)
if not CARD.sob then
CARD:set_eternal(nil)
end
CARD.ability.banana = nil
if Cryptid.enabled["Spooky"] then
CARD.ability.cry_possessed = nil
SMODS.Stickers.cry_flickering:apply(CARD, nil)
end
play_sound("card1", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
for i = 1, #G.consumeables.cards do
local CARD = G.consumeables.cards[i]
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
if CARD.facing == "back" then
CARD:flip()
end
CARD.debuff = false
CARD.ability.perishable = nil
CARD.pinned = nil
CARD:set_rental(nil)
if not CARD.sob then
CARD:set_eternal(nil)
end
CARD.ability.banana = nil
if Cryptid.enabled["Spooky"] then
CARD.ability.cry_possessed = nil
SMODS.Stickers.cry_flickering:apply(CARD, nil)
end
play_sound("card1", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
end,
}
local ctrl_v = {
object_type = "Consumable",
set = "Code",
key = "ctrl_v",
name = "cry-Ctrl-V",
atlas = "code",
order = 27,
config = { },
pos = {
x = 2,
y = 4,
},
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
return { }
end,
can_use = function(self, card)
return #G.hand.highlighted
+ #G.consumeables.highlighted
== 2
end,
use = function(self, card, area, copier)
if area then
area:remove_from_highlighted(card)
end
if G.hand.highlighted[1] then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(G.hand.highlighted[1])
card:add_to_deck()
table.insert(G.playing_cards, card)
G.hand:emplace(card)
return true
end,
}))
end
if G.consumeables.highlighted[1] then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(G.consumeables.highlighted[1])
card:add_to_deck()
if Incantation then
card:setQty(1)
end
G.consumeables:emplace(card)
return true
end,
}))
end
end,
bulk_use = function(self, card, area, copier, number)
for i = 1, number do
if area then
area:remove_from_highlighted(card)
end
if G.hand.highlighted[1] then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(G.hand.highlighted[1])
card:add_to_deck()
G.hand:emplace(card)
return true
end,
}))
end
if G.consumeables.highlighted[1] then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(G.consumeables.highlighted[1])
card:add_to_deck()
if Incantation then
card:setQty(1)
end
G.consumeables:emplace(card)
return true
end,
}))
end
end
end,
}
local inst = {
object_type = "Consumable",
set = "Code",
key = "inst",
name = "cry-Inst",
atlas = "code",
order = 28,
config = { },
pos = {
x = 3,
y = 4,
},
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
return { }
end,
can_use = function(self, card)
local selected_cards = {}
for i = 1, #G.hand.highlighted do
if G.hand.highlighted[i] ~= card then selected_cards[#selected_cards+1] = G.hand.highlighted[i] end
end
return #selected_cards == 1
end,
use = function(self, card, area, copier)
for i = 1, #G.deck.cards do
if G.deck.cards[i].base.value == G.hand.highlighted[1].base.value then
draw_card(G.deck,G.hand,nil,nil,false,G.deck.cards[i])
break
end
end
for i = 1, #G.deck.cards do
if G.deck.cards[i].base.suit == G.hand.highlighted[1].base.suit then
draw_card(G.deck,G.hand,nil,nil,false,G.deck.cards[i])
break
end
end
end,
bulk_use = function(self, card, area, copier, number)
for i = 1, number do
for i = 1, #G.deck.cards do
if G.deck.cards[i].base.value == G.hand.highlighted[1].base.value then
draw_card(G.deck,G.hand,nil,nil,false,G.deck.cards[i])
break
end
end
for i = 1, #G.deck.cards do
if G.deck.cards[i].base.suit == G.hand.highlighted[1].base.suit then
draw_card(G.deck,G.hand,nil,nil,false,G.deck.cards[i])
break
end
end
end
end,
}
local automaton = {
object_type = "Consumable",
set = "Tarot",
name = "cry-Automaton",
key = "automaton",
pos = { x = 5, y = 1 },
config = { create = 1 },
order = 5,
atlas = "code",
loc_vars = function(self, info_queue, card)
return { vars = { self.config.create } }
end,
can_use = function(self, card)
return #G.consumeables.cards < G.consumeables.config.card_limit or card.area == G.consumeables
end,
use = function(self, card, area, copier)
for i = 1, math.min(card.ability.consumeable.create, G.consumeables.config.card_limit - #G.consumeables.cards) do
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
if G.consumeables.config.card_limit > #G.consumeables.cards then
play_sound("timpani")
local _card = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "cry_automaton")
_card:add_to_deck()
G.consumeables:emplace(_card)
card:juice_up(0.3, 0.5)
end
return true
end,
}))
end
delay(0.6)
end,
}
local green_seal = {
object_type = "Seal",
name = "cry-Green-Seal",
key = "green",
badge_colour = HEX("12f254"), --same as code cards
atlas = "cry_misc",
pos = { x = 1, y = 2 },
calculate = function(self, card, context)
if context.unscoring then
G.E_MANAGER:add_event(Event({
trigger = "after",
func = function()
if G.consumeables.config.card_limit > #G.consumeables.cards then
local c = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "cry_green_seal")
c:add_to_deck()
G.consumeables:emplace(c)
card:juice_up()
end
return true
end,
}))
return true
end
end,
}
local source = {
object_type = "Consumable",
set = "Spectral",
name = "cry-Source",
order = 9,
key = "source",
config = {
-- This will add a tooltip.
mod_conv = "cry_green_seal",
-- Tooltip args
max_highlighted = 1,
},
loc_vars = function(self, info_queue, center)
-- Handle creating a tooltip with set args.
info_queue[#info_queue + 1] = { set = "Other", key = "cry_green_seal" }
return { vars = { center.ability.max_highlighted } }
end,
cost = 4,
atlas = "atlasnotjokers",
pos = { x = 2, y = 4 },
use = function(self, card, area, copier) --Good enough
for i = 1, #G.hand.highlighted do
local highlighted = G.hand.highlighted[i]
G.E_MANAGER:add_event(Event({
func = function()
play_sound("tarot1")
highlighted:juice_up(0.3, 0.5)
return true
end,
}))
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.1,
func = function()
if highlighted then
highlighted:set_seal("cry_green")
end
return true
end,
}))
delay(0.5)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
G.hand:unhighlight_all()
return true
end,
}))
end
end,
}
local pointer = {
object_type = "Consumable",
set = "Spectral",
name = "cry-Pointer",
key = "pointer",
pos = { x = 4, y = 3 },
hidden = true,
soul_set = "Code",
order = 41,
atlas = "code",
can_use = function(self, card)
return true
end,
loc_vars = function(self, info_queue, center)
return { vars = { (SMODS.Mods["jen"] or {}).can_load and "and OMEGA consumables " or "" } }
end,
use = function(self, card, area, copier)
G.GAME.USING_CODE = true
G.GAME.USING_POINTER = true
G.ENTERED_CARD = ""
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_pointer(card),
config = {
align = "cm",
offset = { x = 0, y = 10 },
major = G.ROOM_ATTACH,
bond = "Weak",
instance_type = "POPUP",
},
})
G.CHOOSE_CARD.alignment.offset.y = 0
G.ROOM.jiggle = G.ROOM.jiggle + 1
G.CHOOSE_CARD:align_to_major()
end,
}
local encoded = {
object_type = "Back",
name = "cry-Encoded",
key = "encoded",
order = 11,
config = { cry_encoded = true, cry_encoded_downside = true },
pos = { x = 2, y = 5 },
atlas = "atlasdeck",
}
local source_deck = {
object_type = "Back",
name = "cry-Source Deck",
key = "source_deck",
order = 12,
config = { cry_force_seal = "cry_green" },
pos = { x = 3, y = 5 },
loc_txt = {
name = "Source Deck", --not localizing enhanced decks for now; they will be handled automatically later
text = {
"All cards have a {C:cry_code}Green Seal{}",
"Cards cannot change seals",
},
},
atlas = "atlasenhanced",
}
local CodeJoker = {
object_type = "Joker",
name = "cry-CodeJoker",
key = "CodeJoker",
pos = { x = 2, y = 4 },
loc_vars = function(self, info_queue, center)
info_queue[#info_queue + 1] = { key = "e_negative_consumable", set = "Edition", config = { extra = 1 } }
end,
rarity = "cry_epic",
cost = 11,
order = 109,
blueprint_compat = true,
atlas = "atlasepic",
calculate = function(self, card, context)
if context.setting_blind and not (context.blueprint_card or self).getting_sliced then
play_sound("timpani")
local card = create_card("Code", G.consumables, nil, nil, nil, nil)
card:set_edition({
negative = true,
})
card:add_to_deck()
G.consumeables:emplace(card)
card:juice_up(0.3, 0.5)
return nil, true
end
end,
cry_credits = {
idea = {
"Kailen"
},
art = {
"Kailen"
},
code = {
"Kailen"
}
},
}
local copypaste = {
object_type = "Joker",
name = "cry-copypaste",
key = "copypaste",
pos = { x = 3, y = 4 },
order = 110,
immune_to_chemach = true,
config = { extra = { odds = 2, ckt = 0 } },
rarity = "cry_epic",
cost = 14,
blueprint_compat = true,
loc_vars = function(self, info_queue, center)
return {
vars = { "" .. (G.GAME and G.GAME.probabilities.normal or 1), (center and center.ability.extra.odds or 2) },
}
end,
atlas = "atlasepic",
calculate = function(self, card, context)
if
context.using_consumeable
and context.consumeable.ability.set == "Code"
and not context.consumeable.beginning_end
then
if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
if pseudorandom("cry_copypaste_joker") < G.GAME.probabilities.normal / card.ability.extra.odds then
G.E_MANAGER:add_event(Event({
func = function()
local cards = copy_card(context.consumeable)
cards:add_to_deck()
G.consumeables:emplace(cards)
return true
end,
}))
card_eval_status_text(
context.blueprint_cards or card,
"extra",
nil,
nil,
nil,
{ message = localize("k_copied_ex") }
)
end
end
end
end,
cry_credits = {
idea = {
"Auto Watto"
},
art = {
"Kailen"
},
code = {
"Auto Watto"
}
},
}
local cut = {
object_type = "Joker",
name = "cry-cut",
key = "cut",
config = { extra = { Xmult = 1, Xmult_mod = 0.5 } },
pos = { x = 2, y = 2 },
rarity = 2,
cost = 7,
order = 108,
blueprint_compat = true,
perishable_compat = false,
atlas = "atlasthree",
calculate = function(self, card, context)
if context.ending_shop then
local destructable_codecard = {}
for i = 1, #G.consumeables.cards do
if
G.consumeables.cards[i].ability.set == "Code"
and not G.consumeables.cards[i].getting_sliced
and not G.consumeables.cards[i].ability.eternal
then
destructable_codecard[#destructable_codecard + 1] = G.consumeables.cards[i]
end
end
local codecard_to_destroy = #destructable_codecard > 0
and pseudorandom_element(destructable_codecard, pseudoseed("cut"))
or nil
if codecard_to_destroy then
codecard_to_destroy.getting_sliced = true
card.ability.extra.Xmult = card.ability.extra.Xmult + card.ability.extra.Xmult_mod
G.E_MANAGER:add_event(Event({
func = function()
(context.blueprint_card or card):juice_up(0.8, 0.8)
codecard_to_destroy:start_dissolve({ G.C.RED }, nil, 1.6)
return true
end,
}))
if not (context.blueprint_card or self).getting_sliced then
card_eval_status_text((context.blueprint_card or card), "extra", nil, nil, nil, {
message = localize{type='variable',key='a_xmult',vars={number_format(to_big(card.ability.extra.Xmult))}}
})
end
return nil, true
end
end
if
context.cardarea == G.jokers
and (to_big(card.ability.extra.Xmult) > to_big(1))
and not context.before
and not context.after
then
return {
message = localize{type='variable',key='a_xmult',vars={number_format(card.ability.extra.Xmult)}},
Xmult_mod = card.ability.extra.Xmult,
colour = G.C.MULT,
}
end
end,
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.Xmult_mod, center.ability.extra.Xmult } }
end,
cry_credits = {
idea = {
"Auto Watto"
},
art = {
"Kailen"
},
code = {
"Auto Watto"
}
},
}
local blender = {
object_type = "Joker",
name = "cry-blender",
key = "blender",
pos = { x = 3, y = 2 },
rarity = 1,
cost = 5,
blueprint_compat = true,
atlas = "atlasthree",
order = 111,
calculate = function(self, card, context)
if
context.using_consumeable
and context.consumeable.ability.set == "Code"
and not context.consumeable.beginning_end
then
if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
local card = create_card("Consumeables", G.consumables, nil, nil, nil, nil, nil, "cry_blender")
card:add_to_deck()
G.consumeables:emplace(card)
end
end
end,
cry_credits = {
idea = {
"HexaCryonic"
},
art = {
"Kailen"
},
code = {
"Kailen"
}
},
}
local python = {
object_type = "Joker",
name = "cry-python",
key = "python",
config = { extra = { Xmult = 1, Xmult_mod = 0.15 } },
pos = { x = 4, y = 2 },
rarity = 2,
cost = 7,
blueprint_compat = true,
perishable_compat = false,
atlas = "atlasthree",
order = 112,
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.Xmult_mod, center.ability.extra.Xmult } }
end,
calculate = function(self, card, context)
if
context.using_consumeable
and context.consumeable.ability.set == "Code"
and not context.consumeable.beginning_end
then
card.ability.extra.Xmult = card.ability.extra.Xmult + card.ability.extra.Xmult_mod
G.E_MANAGER:add_event(Event({
func = function()
card_eval_status_text(
card,
"extra",
nil,
nil,
nil,
{
message = localize({
type = "variable",
key = "a_xmult",
vars = { card.ability.extra.Xmult },
}),
}
)
return true
end,
}))
return
end
if
context.cardarea == G.jokers
and (to_big(card.ability.extra.Xmult) > to_big(1))
and not context.before
and not context.after
then
return {
message = localize({ type = "variable", key = "a_xmult", vars = { card.ability.extra.Xmult } }),
Xmult_mod = card.ability.extra.Xmult,
}
end
end,
cry_credits = {
idea = {
"HexaCryonic"
},
art = {
"Kailen"
},
code = {
"Kailen"
}
},
}
function create_UIBox_variable(card)
G.E_MANAGER:add_event(Event({
blockable = false,
func = function()
G.REFRESH_ALERTS = true
return true
end,
}))
local t = create_UIBox_generic_options({
no_back = true,
colour = HEX("04200c"),
outline_colour = G.C.SECONDARY_SET.Code,
contents = {
{
n = G.UIT.R,
nodes = {
create_text_input({
colour = G.C.SET.Code,
hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
w = 4.5,
h = 1,
max_length = 16,
extended_corpus = true,
prompt_text = localize("cry_code_rank"),
ref_table = G,
ref_value = "ENTERED_RANK",
keyboard_offset = 1,
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "variable_apply",
label = { localize("cry_code_apply") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.RED,
button = "variable_apply_previous",
label = { localize("cry_code_apply_previous") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.RED,
button = "variable_cancel",
label = { localize("cry_code_cancel") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
function create_UIBox_class(card)
G.E_MANAGER:add_event(Event({
blockable = false,
func = function()
G.REFRESH_ALERTS = true
return true
end,
}))
local t = create_UIBox_generic_options({
no_back = true,
colour = HEX("04200c"),
outline_colour = G.C.SECONDARY_SET.Code,
contents = {
{
n = G.UIT.R,
nodes = {
create_text_input({
colour = G.C.SET.Code,
hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
w = 4.5,
h = 1,
max_length = 16,
prompt_text = localize("cry_code_enh"),
ref_table = G,
ref_value = "ENTERED_ENH",
keyboard_offset = 1,
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "class_apply",
label = { localize("cry_code_apply") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.RED,
button = "class_apply_previous",
label = { localize("cry_code_apply_previous") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.RED,
button = "class_cancel",
label = { localize("cry_code_cancel") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
function create_UIBox_exploit(card)
G.E_MANAGER:add_event(Event({
blockable = false,
func = function()
G.REFRESH_ALERTS = true
return true
end,
}))
local t = create_UIBox_generic_options({
no_back = true,
colour = HEX("04200c"),
outline_colour = G.C.SECONDARY_SET.Code,
contents = {
{
n = G.UIT.R,
nodes = {
create_text_input({
colour = G.C.SET.Code,
hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
w = 4.5,
h = 1,
max_length = 24,
extended_corpus = true,
prompt_text = localize("cry_code_hand"),
ref_table = G,
ref_value = "ENTERED_HAND",
keyboard_offset = 1,
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "exploit_apply",
label = { localize("cry_code_exploit") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.RED,
button = "exploit_apply_previous",
label = { localize("cry_code_exploit_previous") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
nodes = {
UIBox_button({
colour = G.C.RED,
button = "exploit_cancel",
label = { localize("cry_code_cancel") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
function create_UIBox_crash(card)
G.E_MANAGER:add_event(Event({
blockable = false,
func = function()
G.REFRESH_ALERTS = true
return true
end,
}))
local t = create_UIBox_generic_options({
no_back = true,
colour = HEX("04200c"),
outline_colour = G.C.SECONDARY_SET.Code,
contents = {
{
n = G.UIT.R,
nodes = {
create_text_input({
colour = G.C.SET.Code,
hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
w = 4.5,
h = 1,
max_length = 2500,
extended_corpus = true,
prompt_text = "???",
ref_table = G,
ref_value = "ENTERED_ACE",
keyboard_offset = 1,
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "ca",
label = { localize("cry_code_execute") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
function create_UIBox_pointer(card)
G.E_MANAGER:add_event(Event({
blockable = false,
func = function()
G.REFRESH_ALERTS = true
return true
end,
}))
local t = create_UIBox_generic_options({
no_back = true,
colour = HEX("04200c"),
outline_colour = G.C.SECONDARY_SET.Code,
contents = {
{
n = G.UIT.R,
nodes = {
create_text_input({
colour = G.C.SET.Code,
hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
w = 4.5,
h = 1,
max_length = 100,
extended_corpus = true,
prompt_text = localize("cry_code_enter_card"),
ref_table = G,
ref_value = "ENTERED_CARD",
keyboard_offset = 1,
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "pointer_apply",
label = { localize("cry_code_create") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "your_collection",
label = { localize("b_collection_cap") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.RED,
button = "pointer_apply_previous",
label = { localize("cry_code_create_previous") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.RED,
button = "pointer_cancel",
label = { localize("cry_code_cancel") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
G.FUNCS.pointer_cancel = function()
G.CHOOSE_CARD:remove()
G.GAME.USING_CODE = false
G.GAME.USING_POINTER = false
end
G.FUNCS.variable_apply_previous = function()
if G.PREVIOUS_ENTERED_RANK then
G.ENTERED_RANK = G.PREVIOUS_ENTERED_RANK or ""
end
G.FUNCS.variable_apply()
end
G.FUNCS.variable_apply = function()
local rank_table = {
{},
{ "2", "Two", "II" },
{ "3", "Three", "III" },
{ "4", "Four", "IV" },
{ "5", "Five", "V" },
{ "6", "Six", "VI" },
{ "7", "Seven", "VII" },
{ "8", "Eight", "VIII" },
{ "9", "Nine", "IX" },
{ "10", "1O", "Ten", "X", "T" },
{ "J", "Jack" },
{ "Q", "Queen" },
{ "K", "King" },
{ "A", "Ace", "One" },
{ "M" },
{ "nil" },
}
local rank_suffix = nil
for i, v in pairs(rank_table) do
for j, k in pairs(v) do
if string.lower(G.ENTERED_RANK) == string.lower(k) then
rank_suffix = i
end
end
end
if rank_suffix then
G.PREVIOUS_ENTERED_RANK = G.ENTERED_RANK
G.GAME.USING_CODE = false
if rank_suffix == 15 then
check_for_unlock({ type = "cheat_used" })
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_jolly")
card:add_to_deck()
G.jokers:emplace(card)
elseif rank_suffix == 16 then
check_for_unlock({ type = "cheat_used" })
local card = create_card("Code", G.consumeables, nil, nil, nil, nil, "c_cry_crash")
card:add_to_deck()
G.consumeables:emplace(card)
elseif rank_suffix == 17 then
check_for_unlock({ type = "cheat_used" })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
play_sound("tarot1")
return true
end,
}))
for i = 1, #G.hand.highlighted do
local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.highlighted[i]:flip()
play_sound("card1", percent)
G.hand.highlighted[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
delay(0.2)
for i = 1, #G.hand.highlighted do
local CARD = G.hand.highlighted[i]
local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
CARD:flip()
CARD:set_ability(
G.P_CENTERS[pseudorandom_element(G.P_CENTER_POOLS.Consumeables, pseudoseed("cry_variable")).key],
true,
nil
)
play_sound("tarot2", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
else
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
play_sound("tarot1")
return true
end,
}))
for i = 1, #G.hand.highlighted do
local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.highlighted[i]:flip()
play_sound("card1", percent)
G.hand.highlighted[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
delay(0.2)
for i = 1, #G.hand.highlighted do
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.1,
func = function()
local card = G.hand.highlighted[i]
local suit_prefix = string.sub(card.base.suit, 1, 1) .. "_"
local r2suffix = nil
if rank_suffix < 10 then
r2suffix = tostring(rank_suffix)
elseif rank_suffix == 10 then
r2suffix = "T"
elseif rank_suffix == 11 then
r2suffix = "J"
elseif rank_suffix == 12 then
r2suffix = "Q"
elseif rank_suffix == 13 then
r2suffix = "K"
elseif rank_suffix == 14 then
r2suffix = "A"
end
card:set_base(G.P_CARDS[suit_prefix .. r2suffix])
return true
end,
}))
end
for i = 1, #G.hand.highlighted do
local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.highlighted[i]:flip()
play_sound("tarot2", percent, 0.6)
G.hand.highlighted[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
G.hand:unhighlight_all()
return true
end,
}))
delay(0.5)
end
G.CHOOSE_RANK:remove()
end
end
G.FUNCS.variable_cancel = function()
G.CHOOSE_RANK:remove()
G.GAME.USING_CODE = false
end
G.FUNCS.exploit_apply_previous = function()
if G.PREVIOUS_ENTERED_HAND then
G.ENTERED_HAND = G.PREVIOUS_ENTERED_HAND or ""
end
G.FUNCS.exploit_apply()
end
G.FUNCS.exploit_apply = function()
local hand_table = {
["High Card"] = { "high card", "high", "1oak", "1 of a kind", "haha one" },
["Pair"] = { "pair", "2oak", "2 of a kind", "m" },
["Two Pair"] = { "two pair", "2 pair", "mm" },
["Three of a Kind"] = { "three of a kind", "3 of a kind", "3oak", "trips", "triangle" },
["Straight"] = { "straight", "lesbian", "gay", "bisexual", "asexual" },
["Flush"] = { "flush", "skibidi", "toilet", "floosh" },
["Full House"] = { "full house", "full", "that 70s show", "modern family", "family matters", "the middle" },
["Four of a Kind"] = { "four of a kind", "4 of a kind", "4oak", "22oakoak", "quads", "four to the floor" },
["Straight Flush"] = { "straight flush", "strush", "slush", "slushie", "slushy" },
["Five of a Kind"] = { "five of a kind", "5 of a kind", "5oak", "quints" },
["Flush House"] = { "flush house", "flouse", "outhouse" },
["Flush Five"] = { "flush five", "fish", "you know what that means", "five of a flush" },
["cry_Bulwark"] = { "bulwark", "flush rock", "stoned", "stone flush", "flush stone" },
["cry_Clusterfuck"] = { "clusterfuck", "fuck", "wtf" },
["cry_UltPair"] = { "ultimate pair", "ultpair", "ult pair", "pairpairpair" },
["cry_WholeDeck"] = { "the entire fucking deck", "deck", "tefd", "fifty-two", "you are fuck deck" },
}
local current_hand = nil
for k, v in pairs(SMODS.PokerHands) do
local index = v.key
local current_name = G.localization.misc.poker_hands[index]
if not hand_table[v.key] then
hand_table[v.key] = { current_name }
end
end
for i, v in pairs(hand_table) do
for j, k in pairs(v) do
if string.lower(G.ENTERED_HAND) == string.lower(k) then
current_hand = i
end
end
end
if current_hand and G.GAME.hands[current_hand].visible then
G.PREVIOUS_ENTERED_HAND = G.ENTERED_HAND
G.GAME.cry_exploit_override = current_hand
G.FUNCS.exploit_cancel()
return
end
end
G.FUNCS.exploit_cancel = function()
G.CHOOSE_HAND:remove()
G.GAME.USING_CODE = false
end
G.FUNCS.class_apply_previous = function()
if G.PREVIOUS_ENTERED_ENH then
G.ENTERED_ENH = G.PREVIOUS_ENTERED_ENH or ""
end
G.FUNCS.class_apply()
end
--todo: mod support
G.FUNCS.class_apply = function()
local enh_table = {
m_bonus = { "bonus" },
m_mult = { "mult", "red" },
m_wild = { "wild", "suit" },
m_glass = { "glass", "xmult" },
m_steel = { "steel", "metal", "grey" },
m_stone = { "stone", "chip", "chips" },
m_gold = { "gold", "money", "yellow" },
m_lucky = { "lucky", "rng" },
m_cry_echo = { "echo", "retrigger", "retriggers" },
ccd = { "ccd" },
null = { "nil" },
}
local enh_suffix = nil
for i, v in pairs(enh_table) do
for j, k in pairs(v) do
if string.lower(G.ENTERED_ENH) == string.lower(k) then
enh_suffix = i
end
end
end
if enh_suffix then
G.PREVIOUS_ENTERED_ENH = G.ENTERED_ENH
G.GAME.USING_CODE = false
if enh_suffix == "ccd" then
check_for_unlock({ type = "cheat_used" })
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
play_sound("tarot1")
return true
end,
}))
for i = 1, #G.hand.highlighted do
local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.highlighted[i]:flip()
play_sound("card1", percent)
G.hand.highlighted[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
delay(0.2)
for i = 1, #G.hand.highlighted do
local CARD = G.hand.highlighted[i]
local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
CARD:flip()
CARD:set_ability(get_random_consumable("cry_class"), true, nil)
play_sound("tarot2", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
elseif enh_suffix == "null" then
local destroyed_cards = {}
check_for_unlock({ type = "cheat_used" })
for i = #G.hand.highlighted, 1, -1 do
local card = G.hand.highlighted[i]
if not card.ability.eternal then
destroyed_cards[#destroyed_cards + 1] = G.hand.highlighted[i]
if card.ability.name == "Glass Card" then
card:shatter()
else
card:start_dissolve(nil, i == #G.hand.highlighted)
end
end
end
if destroyed_cards[1] then
for j=1, #G.jokers.cards do
eval_card(G.jokers.cards[j], {cardarea = G.jokers, remove_playing_cards = true, removed = destroyed_cards})
end
end
G.CHOOSE_ENH:remove()
return
else
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.4,
func = function()
play_sound("tarot1")
return true
end,
}))
for i = 1, #G.hand.highlighted do
local percent = 1.15 - (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.highlighted[i]:flip()
play_sound("card1", percent)
G.hand.highlighted[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
delay(0.2)
for i = 1, #G.hand.highlighted do
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.1,
func = function()
G.hand.highlighted[i]:set_ability(G.P_CENTERS[enh_suffix])
return true
end,
}))
end
for i = 1, #G.hand.highlighted do
local percent = 0.85 + (i - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.15,
func = function()
G.hand.highlighted[i]:flip()
play_sound("tarot2", percent, 0.6)
G.hand.highlighted[i]:juice_up(0.3, 0.3)
return true
end,
}))
end
end
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
G.hand:unhighlight_all()
return true
end,
}))
delay(0.5)
G.CHOOSE_ENH:remove()
end
end
G.FUNCS.class_cancel = function()
G.GAME.USING_CODE = false
G.CHOOSE_ENH:remove()
end
G.FUNCS.ca = function()
G.GAME.USING_CODE = false
loadstring(G.ENTERED_ACE)() --Scary!
glitched_intensity = 0
G.SETTINGS.GRAPHICS.crt = 0
check_for_unlock({ type = "ach_cry_used_crash" })
G.CHOOSE_ACE:remove()
G.ENTERED_ACE = nil
end
G.FUNCS.pointer_apply_previous = function()
if G.PREVIOUS_ENTERED_CARD then
G.ENTERED_CARD = G.PREVIOUS_ENTERED_CARD or ""
end
G.FUNCS.pointer_apply()
end
local aliases = {
jimbo = "joker",
["gary mccready"] = "joker",
greedy = "greedy joker",
lusty = "lusty joker",
wrathful = "wrathful joker",
gluttonous = "gluttonous joker",
jolly = "jolly joker",
zany = "zany joker",
mad = "mad joker",
crazy = "crazy joker",
droll = "droll joker",
sly = "sly joker",
wily = "wily joker",
clever = "clever joker",
devious = "devious joker",
crafty = "crafty joker",
half = "half joker",
stencil = "joker stencil",
dagger = "ceremonial dagger",
chaos = "chaos the clown",
fib = "fibonacci",
scary = "scary face",
abstract = "abstract joker",
delayedgrat = "delayed gratification",
banana = "gros michel",
steven = "even steven",
todd = "odd todd",
bus = "ride the bus",
faceless = "faceless joker",
todo = "to do list",
["to-do"] = "to do list",
square = "square joker",
seance = "séance",
riffraff = "riff-raff",
cloudnine = "cloud 9",
trousers = "spare trousers",
ancient = "ancient joker",
mrbones = "mr. bones",
smeared = "smeared joker",
wee = "wee joker",
oopsall6s = "oops! all 6s",
all6s = "oops! all 6s",
oa6 = "oops! all 6s",
idol = "the idol",
duo = "the duo",
trio = "the trio",
family = "the family",
order = "the order",
tribe = "the tribe",
invisible = "invisible joker",
driverslicense = "driver's license",
burnt = "burnt joker",
caino = "canio",
house = "happy house",
queensgambit = "queen's gambit",
weefib = "weebonacci",
interest = "compound interest",
whip = "the whip",
triplet = "triplet rhythm",
pepper = "chili pepper",
krusty = "krusty the clown",
blurred = "blurred joker",
gofp = "garden of forking paths",
lutn = "light up the night",
nsnm = "no sound, no memory",
nosoundnomemory = "no sound, no memory",
lath = "...like antennas to heaven",
likeantennastoheaven = "...like antennas to heaven",
consumeable = "consume-able",
error = "j_cry_error",
ap = "ap joker",
rng = "rnjoker",
filler = "the filler",
duos = "the duos",
home = "the home",
nuts = "the nuts",
quintet = "the quintet",
unity = "the unity",
swarm = "the swarm",
crypto = "crypto coin",
googol = "googol play card",
googolplay = "googol play card",
google = "googol play card",
googleplay = "googol play card",
googleplaycard = "googol play card",
nostalgicgoogol = "nostalgic googol play card",
nostalgicgoogolplay = "nostalgic googol play card",
nostalgicgoogle = "nostalgic googol play card",
nostalgicgoogleplay = "nostalgic googol play card",
nostalgicgoogleplaycard = "nostalgic googol play card",
oldgoogol = "nostalgic googol play card",
oldgoogolplay = "nostalgic googol play card",
oldgoogle = "nostalgic googol play card",
oldgoogleplay = "nostalgic googol play card",
oldgoogleplaycard = "nostalgic googol play card",
localthunk = "supercell",
["1fa"] = "one for all",
crust = "crustulum",
deathstar = "stella mortis",
["jolly?"] = "jolly joker?",
scrabble = "scrabble tile",
["13"] = "tredecim",
["overstock+"] = "overstock plus",
directorscut = "director's cut",
["3rs"] = "the 3 rs",
fool = "the fool",
magician = "the magician",
priestess = "the high priestess",
highpriestess = "the high priestess",
empress = "the empress",
emperor = "the emperor",
hierophant = "the hierophant",
lovers = "the lovers",
chariot = "the chariot",
hermit = "the hermit",
wheeloffortune = "the wheel of fortune",
hangedman = "the hanged man",
devil = "the devil",
tower = "the tower",
star = "the star",
moon = "the moon",
sun = "the sun",
world = "the world",
automaton = "the automaton",
eclipse = "c_cry_eclipse",
x = "planet x",
X = "planet x",
pointer = "pointer://",
payload = "://payload",
reboot = "://reboot",
revert = "://revert",
crash = "://crash",
semicolon = ";//",
[";"] = ";//",
malware = "://malware",
seed = "://seed",
variable = "://variable",
class = "://class",
commit = "://commit",
merge = "://merge",
multiply = "://multiply",
divide = "://divide",
delete = "://delete",
machinecode = "://machinecode",
run = "://run",
exploit = "://exploit",
offbyone = "://offbyone",
rework = "://rework",
patch = "://patch",
ctrlv = "://ctrl+v",
["ctrl+v"] = "://ctrl+v",
["ctrl v"] = "://ctrl+v",
instantiate = "://INSTANTIATE",
inst = "://INSTANTIATE",
spaghetti = "://spaghetti",
topuptag = "top-up tag",
gamblerstag = "gambler's tag",
hook = "hook://",
ox = "the ox",
wall = "the wall",
wheel = "the wheel",
arm = "the arm",
club = "the club",
fish = "the fish",
psychic = "the psychic",
goad = "the goad",
water = "the water",
window = "the window",
manacle = "the manacle",
eye = "the eye",
mouth = "the mouth",
plant = "the plant",
serpent = "the serpent",
pillar = "the pillar",
needle = "the needle",
head = "the head",
tooth = "the tooth",
flint = "the flint",
mark = "the mark",
oldox = "nostalgic ox",
oldhouse = "nostalgic house",
oldarm = "nostalgic arm",
oldfish = "nostalgic fish",
oldmanacle = "nostalgic manacle",
oldserpent = "nostalgic serpent",
oldpillar = "nostalgic pillar",
oldflint = "nostalgic flint",
oldmark = "nostalgic mark",
tax = "the tax",
trick = "the trick",
joke = "the joke",
hammer = "the hammer",
box = "the box",
windmill = "the windmill",
clock = "the clock",
code = "code joker",
copypaste = "copy/paste",
translucent = "translucent joker",
circulus = "circulus pistoris",
macabre = "macabre joker",
-- Jen's Almanac aliases
freddy = "freddy snowshoe",
paupovlin = "paupovlin revere",
poppin = "paupovlin revere",
jen = "jen walter",
--should I add "reverse ___" prefixes for the reverse tarots?
survivor = "the survivor",
monk = "the monk",
hunter = "the hunter",
gourmand = "the gourmand",
saint = "the saint",
genius = "the genius",
scientist = "the scientist",
peasant = "the peasant",
adversary = "the adversary",
rivals = "the rivals",
hitchhiker = "the hitchhiker",
angel = "the angel",
collapse = "the collapse",
lowlaywoman = "the low laywoman",
laywoman = "the low laywoman",
servant = "the servant",
extrovert = "the extrovert",
discofpenury = "the disc of penury",
flash = "the flash",
eclipsespectral = "c_jen_reverse_moon",
eclipsetorat = "c_jen_reverse_moon",
darkness = "the darkness",
void = "the void",
topuptoken = "top-up token",
sagittarius = "sagittarius a*",
["sagitarius a*"] = "sagittarius a*", --minor spelling mistakes are forgiven
sagitarius = "sagittarius a*", --minor spelling mistakes are forgiven
}
for k, v in pairs(aliases) do
Cryptid.aliases[k] = v
end
G.FUNCS.pointer_apply = function()
local function apply_lower(str)
-- Remove content within {} and any remaining spaces
str = str:gsub("%b{}", ""):gsub("%s+", "")
--this weirdness allows you to get m and M separately
if string.len(str) == 1 then
return str
end
return string.lower(str)
end
local current_card
local entered_card = G.ENTERED_CARD
G.PREVIOUS_ENTERED_CARD = G.ENTERED_CARD
local aliases = Cryptid.aliases
if aliases[apply_lower(entered_card)] then
entered_card = aliases[apply_lower(entered_card)]
end
for i, v in pairs(G.P_CENTERS) do
if v.name and apply_lower(entered_card) == apply_lower(v.name) then
current_card = i
end
if apply_lower(entered_card) == apply_lower(i) then
current_card = i
end
if apply_lower(entered_card) == apply_lower(localize({ type = "name_text", set = v.set, key = i })) then
current_card = i
end
end
if current_card then
local created = false
if
G.P_CENTERS[current_card].set == "Joker"
and G.P_CENTERS[current_card].unlocked
and not G.GAME.banned_keys[current_card]
and (G.P_CENTERS[current_card].rarity ~= "cry_exotic" or #SMODS.find_card("j_jen_p03") > 0)
and not (Jen and Jen.overpowered(G.P_CENTERS[current_card].rarity))
then
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, current_card)
card:add_to_deck()
G.jokers:emplace(card)
created = true
end
if
G.P_CENTERS[current_card].consumeable
and G.P_CENTERS[current_card].set ~= "jen_omegaconsumable"
and not G.GAME.banned_keys[current_card]
then
local card = create_card("Consumeable", G.consumeables, nil, nil, nil, nil, current_card)
card:add_to_deck()
G.consumeables:emplace(card)
created = true
end
if
G.P_CENTERS[current_card].set == "Voucher"
and G.P_CENTERS[current_card].unlocked
and not G.GAME.banned_keys[current_card]
then
local area
if G.STATE == G.STATES.HAND_PLAYED then
if not G.redeemed_vouchers_during_hand then
G.redeemed_vouchers_during_hand =
CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 })
end
area = G.redeemed_vouchers_during_hand
else
area = G.play
end
local card = create_card("Voucher", area, nil, nil, nil, nil, current_card)
card:start_materialize()
area:emplace(card)
card.cost = 0
card.shop_voucher = false
local current_round_voucher = G.GAME.current_round.voucher
card:redeem()
G.GAME.current_round.voucher = current_round_voucher
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0,
func = function()
card:start_dissolve()
return true
end,
}))
created = true
end
if
G.P_CENTERS[current_card].set == "Booster"
and not G.GAME.banned_keys[current_card]
and (G.P_CENTERS[current_card].name ~= "Exotic Buffoon Pack" or #SMODS.find_card("j_jen_p03") ~= 0)
and G.STATE ~= G.STATES.TAROT_PACK
and G.STATE ~= G.STATES.SPECTRAL_PACK
and G.STATE ~= G.STATES.STANDARD_PACK
and G.STATE ~= G.STATES.BUFFOON_PACK
and G.STATE ~= G.STATES.PLANET_PACK
and G.STATE ~= G.STATES.SMODS_BOOSTER_OPENED
then
local card = create_card("Booster", G.hand, nil, nil, nil, nil, current_card)
card.cost = 0
card.from_tag = true
G.FUNCS.use_card({ config = { ref_table = card } })
card:start_materialize()
created = true
end
if created then
G.CHOOSE_CARD:remove()
G.GAME.USING_CODE = false
G.GAME.USING_POINTER = false
return
end
end
for i, v in pairs(G.P_TAGS) do
if v.name and apply_lower(entered_card) == apply_lower(v.name) then
current_card = i
end
if apply_lower(entered_card) == apply_lower(i) then
current_card = i
end
if apply_lower(entered_card) == apply_lower(localize({ type = "name_text", set = v.set, key = i })) then
current_card = i
end
end
if
current_card
and not G.P_CENTERS[current_card]
and not G.GAME.banned_keys[current_card]
then
local created = false
local t = Tag(current_card, nil, "Big")
add_tag(t)
if current_card == "tag_orbital" then
local _poker_hands = {}
for k, v in pairs(G.GAME.hands) do
if v.visible then
_poker_hands[#_poker_hands + 1] = k
end
end
t.ability.orbital_hand = pseudorandom_element(_poker_hands, pseudoseed("cry_pointer_orbital"))
end
if current_card == "tag_cry_rework" then
--tbh this is the most unbalanced part of the card
t.ability.rework_edition =
pseudorandom_element(G.P_CENTER_POOLS.Edition, pseudoseed("cry_pointer_edition")).key
t.ability.rework_key = pseudorandom_element(G.P_CENTER_POOLS.Joker, pseudoseed("cry_pointer_joker")).key
end
G.CHOOSE_CARD:remove()
G.GAME.USING_CODE = false
G.GAME.USING_POINTER = false
return
end
for i, v in pairs(G.P_BLINDS) do
if v.name and apply_lower(entered_card) == apply_lower(v.name) then
current_card = i
end
if apply_lower(entered_card) == apply_lower(i) then
current_card = i
end
if apply_lower(entered_card) == apply_lower(localize({ type = "name_text", set = "Blind", key = i })) then
current_card = i
end
end
if current_card and not G.P_CENTERS[current_card] and not G.P_TAGS[current_card] and not G.GAME.banned_keys[current_card] then
local created = false
if not G.GAME.blind or (G.GAME.blind.name == "" or not G.GAME.blind.blind_set) then
--from debugplus
local par = G.blind_select_opts.boss.parent
G.GAME.round_resets.blind_choices.Boss = current_card
G.blind_select_opts.boss:remove()
G.blind_select_opts.boss = UIBox({
T = { par.T.x, 0, 0, 0 },
definition = {
n = G.UIT.ROOT,
config = {
align = "cm",
colour = G.C.CLEAR,
},
nodes = {
UIBox_dyn_container(
{ create_UIBox_blind_choice("Boss") },
false,
get_blind_main_colour("Boss"),
mix_colours(G.C.BLACK, get_blind_main_colour("Boss"), 0.8)
),
},
},
config = {
align = "bmi",
offset = {
x = 0,
y = G.ROOM.T.y + 9,
},
major = par,
xy_bond = "Weak",
},
})
par.config.object = G.blind_select_opts.boss
par.config.object:recalculate()
G.blind_select_opts.boss.parent = par
G.blind_select_opts.boss.alignment.offset.y = 0
for i = 1, #G.GAME.tags do
if G.GAME.tags[i]:apply_to_run({
type = "new_blind_choice",
}) then
break
end
end
created = true
else
G.GAME.blind:set_blind(G.P_BLINDS[current_card])
ease_background_colour_blind(G.STATE)
created = true
end
if created then
G.CHOOSE_CARD:remove()
G.GAME.USING_CODE = false
G.GAME.USING_POINTER = false
end
end
end
crashes = {
function()
G:save_settings()
G:save_progress()
--instantly quit the game, no error log
function love.errorhandler() end
print(crash.crash.crash)
end,
function()
G:save_settings()
G:save_progress()
--removes draw loop, you're frozen and can still weirdly interact with the game a bit
function love.draw() end
end,
function()
G:save_settings()
G:save_progress()
--by WilsonTheWolf and MathIsFun_, funky error screen with random funny message
messages = {
"Oops.",
"Your cards have been TOASTED, extra crispy for your pleasure.",
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA",
"What we have here is a certified whoopsidaisy",
"Why don't you buy more jonkers? Are you stupid?",
"lmao",
"How about a game of YOU MUST DIE?",
"Sorry, I was in the bathroom. What'd I mi'Where'd... Where is everyone?",
"Peter? What are you doing? Cards. WHAT THE FUCK?",
"what if it was called freaklatro",
"4",
"I SAWED THIS GAME IN HALF!",
"is this rush hour 4",
"You missed a semicolon on line 19742, you buffoon",
"you are an idiot",
"You do not recognise the cards in the deck.",
":( Your P",
"Assertion failed",
"Play ULTRAKILL",
"Play Nova Drift",
"Play Balatro- wait",
"what if instead of rush hour it was called kush hour and you just smoked a massive blunt",
"death.fell.accident.water",
"Balatro's innards were made outards",
"i am going to club yrou",
"But the biggest joker of them all, it was you all along!",
"fission mailed successfully",
"table index is nil",
"index is nil table",
"nil is index table",
"nildex is in table",
"I AM THE TABLE",
"I'm never going back this casino agai-",
"what did you think would happen?",
"DO THE EARTHQUAKE! [screams]",
"fuck you",
"Screaming in the casino prank! AAAAAAAAAAAAAAAAAA",
"https://www.youtube.com/watch?v=dQw4w9WgXcQ",
"You musn't tear or crease it.",
"Sure, but the point is to do it without making a hole.",
"The end of all things! As was foretold in the prophecy!",
"Do it again. It'd be funny",
"",
":3",
"Looks like a skill issue to me.",
"it turns out that card was ligma",
"YouJustLostTheCasinoGame",
"Nah fuck off",
"attempt to call global your_mom (value too large)",
"Killed by intentional game design",
"attempt to index field 'attempt to call global to_big (too big)' (a nil value)",
"what.avi",
"The C",
"Shoulda kept Chicot",
"Maybe next time don't do that?",
"[recursion]",
"://SHART",
"It's converging time.",
"This is the last error message.",
}
function corruptString(str)
-- replace each character with a random valid ascii character
local newStr = ""
local len
if type(str) == "string" then
len = #str
else
len = str
end
for i = 1, len do
-- newStr = newStr .. string.char(math.random(33, 122))
local c = math.random(33, 122)
newStr = newStr .. string.char(c)
if c == 92 then -- backslash
newStr = newStr .. string.char(c)
end
end
return newStr
end
function getDebugInfoForCrash()
local info = "Additional Context:\nBalatro Version: " .. VERSION .. "\nModded Version: " .. MODDED_VERSION
local major, minor, revision, codename = love.getVersion()
info = info .. "\nLove2D Version: " .. corruptString(string.format("%d.%d.%d", major, minor, revision))
local lovely_success, lovely = pcall(require, "lovely")
if lovely_success then
info = info .. "\nLovely Version: " .. corruptString(lovely.version)
end
if SMODS.mod_list then
info = info .. "\nSteamodded Mods:"
local enabled_mods = {}
for _, v in ipairs(SMODS.mod_list) do
if v.can_load then
table.insert(enabled_mods, v)
end
end
for k, v in ipairs(enabled_mods) do
info = info
.. "\n "
.. k
.. ": "
.. v.name
.. " by "
.. table.concat(v.author, ", ")
.. " [ID: "
.. v.id
.. (v.priority ~= 0 and (", Priority: " .. v.priority) or "")
.. (v.version and v.version ~= "0.0.0" and (", Version: " .. v.version) or "")
.. "]"
local debugInfo = v.debug_info
if debugInfo then
if type(debugInfo) == "string" then
if #debugInfo ~= 0 then
info = info .. "\n " .. debugInfo
end
elseif type(debugInfo) == "table" then
for kk, vv in pairs(debugInfo) do
if type(vv) ~= "nil" then
vv = tostring(vv)
end
if #vv ~= 0 then
info = info .. "\n " .. kk .. ": " .. vv
end
end
end
end
end
end
return info
end
VERSION = corruptString(VERSION)
MODDED_VERSION = corruptString(MODDED_VERSION)
if SMODS.mod_list then
for i, mod in ipairs(SMODS.mod_list) do
mod.can_load = true
mod.name = corruptString(mod.name)
mod.id = corruptString(mod.id)
mod.author = { corruptString(20) }
mod.version = corruptString(mod.version)
mod.debug_info = corruptString(math.random(5, 100))
end
end
do
local utf8 = require("utf8")
local linesize = 100
-- Modifed from https://love2d.org/wiki/love.errorhandler
function love.errorhandler(msg)
msg = tostring(msg)
if not love.window or not love.graphics or not love.event then
return
end
if not love.graphics.isCreated() or not love.window.isOpen() then
local success, status = pcall(love.window.setMode, 800, 600)
if not success or not status then
return
end
end
-- Reset state.
if love.mouse then
love.mouse.setVisible(true)
love.mouse.setGrabbed(false)
love.mouse.setRelativeMode(false)
if love.mouse.isCursorSupported() then
love.mouse.setCursor()
end
end
if love.joystick then
-- Stop all joystick vibrations.
for i, v in ipairs(love.joystick.getJoysticks()) do
v:setVibration()
end
end
if love.audio then
love.audio.stop()
end
love.graphics.reset()
local font = love.graphics.setNewFont("resources/fonts/m6x11plus.ttf", 20)
local background = { math.random() * 0.3, math.random() * 0.3, math.random() * 0.3 }
love.graphics.clear(background)
love.graphics.origin()
local sanitizedmsg = {}
for char in msg:gmatch(utf8.charpattern) do
table.insert(sanitizedmsg, char)
end
sanitizedmsg = table.concat(sanitizedmsg)
local err = {}
table.insert(err, "Oops! The game crashed:")
table.insert(err, sanitizedmsg)
if #sanitizedmsg ~= #msg then
table.insert(err, "Invalid UTF-8 string in error message.")
end
local success, msg = pcall(getDebugInfoForCrash)
if success and msg then
table.insert(err, "\n" .. msg)
else
table.insert(err, "\n" .. "Failed to get additional context :/")
end
local p = table.concat(err, "\n")
p = p:gsub("\t", "")
p = p:gsub('%[string "(.-)"%]', "%1")
local scrollOffset = 0
local endHeight = 0
love.keyboard.setKeyRepeat(true)
local function scrollDown(amt)
if amt == nil then
amt = 18
end
scrollOffset = scrollOffset + amt
if scrollOffset > endHeight then
scrollOffset = endHeight
end
end
local function scrollUp(amt)
if amt == nil then
amt = 18
end
scrollOffset = scrollOffset - amt
if scrollOffset < 0 then
scrollOffset = 0
end
end
local pos = 70
local arrowSize = 20
local function calcEndHeight()
local font = love.graphics.getFont()
local rw, lines = font:getWrap(p, love.graphics.getWidth() - pos * 2)
local lineHeight = font:getHeight()
local atBottom = scrollOffset == endHeight and scrollOffset ~= 0
endHeight = #lines * lineHeight - love.graphics.getHeight() + pos * 2
if endHeight < 0 then
endHeight = 0
end
if scrollOffset > endHeight or atBottom then
scrollOffset = endHeight
end
end
local function draw()
if not love.graphics.isActive() then
return
end
love.graphics.clear(background)
calcEndHeight()
local time = love.timer.getTime()
if not G.SETTINGS.reduced_motion then
background = { math.random() * 0.3, math.random() * 0.3, math.random() * 0.3 }
p = p .. "\n" .. corruptString(math.random(linesize - linesize / 2, linesize + linesize * 2))
linesize = linesize + linesize / 25
end
love.graphics.printf(p, pos, pos - scrollOffset, love.graphics.getWidth() - pos * 2)
if scrollOffset ~= endHeight then
love.graphics.polygon(
"fill",
love.graphics.getWidth() - (pos / 2),
love.graphics.getHeight() - arrowSize,
love.graphics.getWidth() - (pos / 2) + arrowSize,
love.graphics.getHeight() - (arrowSize * 2),
love.graphics.getWidth() - (pos / 2) - arrowSize,
love.graphics.getHeight() - (arrowSize * 2)
)
end
if scrollOffset ~= 0 then
love.graphics.polygon(
"fill",
love.graphics.getWidth() - (pos / 2),
arrowSize,
love.graphics.getWidth() - (pos / 2) + arrowSize,
arrowSize * 2,
love.graphics.getWidth() - (pos / 2) - arrowSize,
arrowSize * 2
)
end
love.graphics.present()
end
local fullErrorText = p
local function copyToClipboard()
if not love.system then
return
end
love.system.setClipboardText(fullErrorText)
p = p .. "\nCopied to clipboard!"
end
if G then
-- Kill threads (makes restarting possible)
if G.SOUND_MANAGER and G.SOUND_MANAGER.channel then
G.SOUND_MANAGER.channel:push({
type = "kill",
})
end
if G.SAVE_MANAGER and G.SAVE_MANAGER.channel then
G.SAVE_MANAGER.channel:push({
type = "kill",
})
end
if G.HTTP_MANAGER and G.HTTP_MANAGER.channel then
G.HTTP_MANAGER.channel:push({
type = "kill",
})
end
end
return function()
love.event.pump()
for e, a, b, c in love.event.poll() do
if e == "quit" then
return 1
elseif e == "keypressed" and a == "escape" then
return 1
elseif e == "keypressed" and a == "c" and love.keyboard.isDown("lctrl", "rctrl") then
copyToClipboard()
elseif e == "keypressed" and a == "r" then
return "restart"
elseif e == "keypressed" and a == "down" then
scrollDown()
elseif e == "keypressed" and a == "up" then
scrollUp()
elseif e == "keypressed" and a == "pagedown" then
scrollDown(love.graphics.getHeight())
elseif e == "keypressed" and a == "pageup" then
scrollUp(love.graphics.getHeight())
elseif e == "keypressed" and a == "home" then
scrollOffset = 0
elseif e == "keypressed" and a == "end" then
scrollOffset = endHeight
elseif e == "wheelmoved" then
scrollUp(b * 20)
elseif e == "gamepadpressed" and b == "dpdown" then
scrollDown()
elseif e == "gamepadpressed" and b == "dpup" then
scrollUp()
elseif e == "gamepadpressed" and b == "a" then
return "restart"
elseif e == "gamepadpressed" and b == "x" then
copyToClipboard()
elseif e == "gamepadpressed" and (b == "b" or b == "back" or b == "start") then
return 1
elseif e == "touchpressed" then
local name = love.window.getTitle()
if #name == 0 or name == "Untitled" then
name = "Game"
end
local buttons = { "OK", localize("cry_code_cancel"), "Restart" }
if love.system then
buttons[4] = "Copy to clipboard"
end
local pressed = love.window.showMessageBox("Quit " .. name .. "?", "", buttons)
if pressed == 1 then
return 1
elseif pressed == 3 then
return "restart"
elseif pressed == 4 then
copyToClipboard()
end
end
end
draw()
if love.timer then
love.timer.sleep(0.1)
end
end
end
end
load("error(messages[math.random(1, #messages)])", corruptString(30), "t")()
end,
function()
check_for_unlock({ type = "ach_cry_used_crash" })
--fills screen with Crash cards
glitched_intensity = 100
G.SETTINGS.GRAPHICS.crt = 101
G.E_MANAGER:add_event(
Event({
trigger = "immediate",
blockable = false,
no_delete = true,
func = function()
local c = create_card("Code", nil, nil, nil, nil, nil, "c_cry_crash")
c.T.x = math.random(-G.CARD_W, G.TILE_W)
c.T.y = math.random(-G.CARD_H, G.TILE_H)
return false
end,
}),
"other"
)
end,
function()
G:save_settings()
G:save_progress()
-- Fake lovely panic
love.window.showMessageBox(
"lovely-injector",
'lovely-injector has crashed:\npanicked at crates/lovely-core/src/lib.rs:420:69:\nFailed to parse patch at "C:\\\\users\\\\jimbo\\\\AppData\\\\Roaming\\\\Balatro\\\\Mods\\\\Cryptid\\\\lovely.toml":\nError { inner: TomlError { message: "expected `.`, `=`", original: Some("'
.. "\"According to all known laws of aviation, there is no way a bee should be able to fly.\\nIts wings are too small to get its fat little body off the ground.\\nThe bee, of course, flies anyway because bees don't care what humans think is impossible.\\nYellow, black. Yellow, black. Yellow, black. Yellow, black.\\nOoh, black and yellow!\\nLet's shake it up a little.\\nBarry! Breakfast is ready!\\nComing!\\nHang on a second.\\nHello?\\nBarry?\\nAdam?\\nCan you believe this is happening?\\nI can't.\\nI'll pick you up.\\nLooking sharp.\\nUse the stairs, Your father paid good money for those.\\nSorry. I'm excited.\\nHere's the graduate.\\nWe're very proud of you, son.\\nA perfect report card, all B's.\\nVery proud.\\nMa! I got a thing going here.\\nYou got lint on your fuzz.\\nOw! That's me!\\nWave to us! We'll be in row 118,000.\\nBye!\\nBarry, I told you, stop flying in the house!\\nHey, Adam.\\nHey, Barry.\\nIs that fuzz gel?\\nA little. Special day, graduation.\\nNever thought I'd make it.\\nThree days grade school, three days high school.\\nThose were awkward.\\nThree days college. I'm glad I took a day and hitchhiked around The Hive.\\nYou did come back different.\\nHi, Barry. Artie, growing a mustache? Looks good.\\nHear about Frankie?\\nYeah.\\nYou going to the funeral?\\nNo, I'm not going.\\nEverybody knows, sting someone, you die.\\nDon't waste it on a squirrel.\\nSuch a hothead.\\nI guess he could have just gotten out of the way.\\nI love this incorporating an amusement park into our day.\\nThat's why we don't need vacations.\\nBoy, quite a bit of pomp under the circumstances.\\nWell, Adam, today we are men.\\nWe are!\\nBee-men.\\nAmen!\\nHallelujah!\\nStudents, faculty, distinguished bees,\\nplease welcome Dean Buzzwell.\\nWelcome, New Hive City graduating class of 9:15.\\nThat concludes our ceremonies And begins your career at Honex Industries!\\nWill we pick our job today?\\nI heard it's just orientation.\\nHeads up! Here we go.\\nKeep your hands and antennas inside the tram at all times.\\nWonder what it'll be like?\\nA little scary.\\nWelcome to Honex, a division of Honesco and a part of the Hexagon Group.\\nThis is it!\\nWow.\\nWow.\\nWe know that you, as a bee, have worked your whole life to get to the point where you can work for your whole life.\\nHoney begins when our valiant Pollen Jocks bring the nectar to The Hive.\\nOur top-secret formula is automatically color-corrected, scent-adjusted and bubble-contoured into this soothing sweet syrup with its distinctive golden glow you know as... Honey!\\nThat girl was hot.\\nShe's my cousin!\\nShe is?\\nYes, we're all cousins.\\nRight. You're right.\\nAt Honex, we constantly strive to improve every aspect of bee existence.\\nThese bees are stress-testing a new helmet technology.\\nWhat do you think he makes?\\nNot enough.\\nHere we have our latest advancement, the Krelman.\\nWhat does that do?\\nCatches that little strand of honey that hangs after you pour it.\\nSaves us millions.\\nCan anyone work on the Krelman?\\nOf course. Most bee jobs are small ones.\\nBut bees know that every small job, if it's done well, means a lot.\\nBut choose carefully because you'll stay in the job you pick for the rest of your life.\\nThe same job the rest of your life? I didn't know that.\\nWhat's the difference?\\nYou'll be happy to know that bees, as a species, haven't had one day off in 27 million years.\\nSo you'll just work us to death?\\nWe'll sure try.\\nWow! That blew my mind!\\n\\\"What's the difference?\\\"\\nHow can you say that?\\nOne job forever?\\nThat's an insane choice to have to make.\\nI'm relieved. Now we only have to make one decision in life.\\nBut, Adam, how could they never have told us that?\\nWhy would you question anything? We're bees.\\nWe're the most perfectly functioning society on Earth.\\nYou ever think maybe things work a little too well here?\\nLike what? Give me one example.\\nI don't know. But you know what I'm talking about.\\nPlease clear the gate. Royal Nectar Force on approach.\\nWait a second. Check it out.\\nHey, those are Pollen Jocks!\\nWow.\\nI've never seen them this close.\\nThey know what it's like outside The Hive.\\nYeah, but some don't come back.\\nHey, Jocks!\\nHi, Jocks!\\nYou guys did great!\\nYou're monsters!\\nYou're sky freaks! I love it! I love it!\\nI wonder where they were.\\nI don't know.\\nTheir day's not planned.\\nOutside The Hive, flying who knows where, doing who knows what.\\nYou can't just decide to be a Pollen Jock. You have to be bred for that.\\nRight.\\nLook. That's more pollen than you and I will see in a lifetime.\\nIt's just a status symbol.\\nBees make too much of it.\\nPerhaps. Unless you're wearing it and the ladies see you wearing it.\\nThose ladies?\\nAren't they our cousins too?\\nDistant. Distant.\\nLook at these two.\\nCouple of Hive Harrys.\\nLet's have fun with them.\\nIt must be dangerous being a Pollen Jock.\\nYeah. Once a bear pinned me against a mushroom!\\nHe had a paw on my throat, and with the other, he was slapping me!\\nOh, my!\\nI never thought I'd knock him out.\\nWhat were you doing during this?\\nTrying to alert the authorities.\\nI can autograph that.\\nA little gusty out there today, wasn't it, comrades?\\nYeah. Gusty.\\nWe're hitting a sunflower patch six miles from here tomorrow.\\nSix miles, huh?\\nBarry!\\nA puddle jump for us, but maybe you're not up for it.\\nMaybe I am.\\nYou are not!\\nWe're going 0900 at J-Gate.\\nWhat do you think, buzzy-boy?\\nAre you bee enough?\\nI might be. It all depends on what 0900 means.\\nHey, Honex!\\nDad, you surprised me.\\nYou decide what you're interested in?\\nWell, there's a lot of choices.\\nBut you only get one.\\nDo you ever get bored doing the same job every day?\\nSon, let me tell you about stirring.\\nYou grab that stick, and you just move it around, and you stir it around.\\nYou get yourself into a rhythm.\\nIt's a beautiful thing.\\nYou know, Dad, the more I think about it,\\nmaybe the honey field just isn't right for me.\\nYou were thinking of what, making balloon animals?\\nThat's a bad job for a guy with a stinger.\\nJanet, your son's not sure he wants to go into honey!\\nBarry, you are so funny sometimes.\\nI'm not trying to be funny.\\nYou're not funny! You're going into honey. Our son, the stirrer!\\nYou're gonna be a stirrer?\\nNo one's listening to me!\\nWait till you see the sticks I have.\\nI could say anything right now.\\nI'm gonna get an ant tattoo!\\nLet's open some honey and celebrate!\\nMaybe I'll pierce my thorax. Shave my antennae. Shack up with a grasshopper. Get a gold tooth and call everybody \\\"dawg\\\"!\\nI'm so proud.\\nWe're starting work today!\\nToday's the day.\\nCome on! All the good jobs will be gone.\\nYeah, right.\\nPollen counting, stunt bee, pouring, stirrer, front desk, hair removal...\\nIs it still available?\\nHang on. Two left!\\nOne of them's yours! Congratulations!\\nStep to the side.\\nWhat'd you get?\\nPicking crud out. Stellar!\\nWow!\\nCouple of newbies?\\nYes, sir! Our first day! We are ready!\\nMake your choice.\\nYou want to go first?\\nNo, you go.\\nOh, my. What's available?\\nRestroom attendant's open, not for the reason you think.\\nAny chance of getting the Krelman?\\nSure, you're on.\\nI'm sorry, the Krelman just closed out.\\nWax monkey's always open.\\nThe Krelman opened up again.\\nWhat happened?\\nA bee died. Makes an opening. See? He's dead. Another dead one.\\nDeady. Deadified. Two more dead.\\nDead from the neck up. Dead from the neck down. That's life!\\nOh, this is so hard!\\nHeating, cooling, stunt bee, pourer, stirrer, humming, inspector number seven, lint coordinator, stripe supervisor, mite wrangler.\\nBarry, what do you think I should... Barry?\\nBarry!\\nAll right, we've got the sunflower patch in quadrant nine...\\nWhat happened to you?\\nWhere are you?\\nI'm going out.\\nOut? Out where?\\nOut there.\\nOh, no!\\nI have to, before I go to work for the rest of my life.\\nYou're gonna die! You're crazy! Hello?\\nAnother call coming in.\\nIf anyone's feeling brave, there's a Korean deli on 83rd that gets their roses today.\\nHey, guys.\\nLook at that.\\nIsn't that the kid we saw yesterday?\\nHold it, son, flight deck's restricted.\\nIt's OK, Lou. We're gonna take him up.\\nReally? Feeling lucky, are you?\\nSign here, here. Just initial that.\\nThank you.\\nOK.\\nYou got a rain advisory today, and as you all know, bees cannot fly in rain.\\nSo be careful. As always, watch your brooms, hockey sticks, dogs, birds, bears and bats.\\nAlso, I got a couple of reports of root beer being poured on us.\\nMurphy's in a home because of it, babbling like a cicada!\\nThat's awful.\\nAnd a reminder for you rookies, bee law number one, absolutely no talking to humans!\\n All right, launch positions!\\nBuzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz!\\nBlack and yellow!\\nHello!\\nYou ready for this, hot shot?\\nYeah. Yeah, bring it on.\\nWind, check.\\nAntennae, check.\\nNectar pack, check.\\nWings, check.\\nStinger, check.\\nScared out of my shorts, check.\\nOK, ladies,\\nlet's move it out!\\nPound those petunias, you striped stem-suckers!\\nAll of you, drain those flowers!\\nWow! I'm out!\\nI can't believe I'm out!\\nSo blue.\\nI feel so fast and free!\\nBox kite!\\nWow!\\nFlowers!\\nThis is Blue Leader, We have roses visual.\\nBring it around 30 degrees and hold.\\nRoses!\\n30 degrees, roger. Bringing it around.\\nStand to the side, kid.\\nIt's got a bit of a kick.\\nThat is one nectar collector!\\nEver see pollination up close?\\nNo, sir.\\nI pick up some pollen here, sprinkle it over here. Maybe a dash over there, a pinch on that one.\\nSee that? It's a little bit of magic.\\nThat's amazing. Why do we do that?\\nThat's pollen power. More pollen, more flowers, more nectar, more honey for us.\\nCool.\\nI'm picking up a lot of bright yellow, Could be daisies, Don't we need those?\\nCopy that visual.\\nWait. One of these flowers seems to be on the move.\\nSay again? You're reporting a moving flower?\\nAffirmative.\\nThat was on the line!\\nThis is the coolest. What is it?\\nI don't know, but I'm loving this color.\\nIt smells good.\\nNot like a flower, but I like it.\\nYeah, fuzzy.\\nChemical-y.\\nCareful, guys. It's a little grabby.\\nMy sweet lord of bees!\\nCandy-brain, get off there!\\nProblem!\\nGuys!\\nThis could be bad.\\nAffirmative.\\nVery close.\\nGonna hurt.\\nMama's little boy.\\nYou are way out of position, rookie!\\nComing in at you like a missile!\\nHelp me!\\nI don't think these are flowers.\\nShould we tell him?\\nI think he knows.\\nWhat is this?!\\nMatch point!\\nYou can start packing up, honey, because you're about to eat it!\\nYowser!\\nGross.\\nThere's a bee in the car!\\nDo something!\\nI'm driving!\\nHi, bee.\\nHe's back here!\\nHe's going to sting me!\\nNobody move. If you don't move, he won't sting you. Freeze!\\nHe blinked!\\nSpray him, Granny!\\nWhat are you doing?!\\nWow... the tension level out here is unbelievable.\\nI gotta get home.\\nCan't fly in rain. Can't fly in rain. Can't fly in rain.\\nMayday! Mayday! Bee going down!\\nKen, could you close the window please?\\nKen, could you close the window please?\\nCheck out my new resume. I made it into a fold-out brochure. You see? Folds out.\\nOh, no. More humans. I don't need this.\\nWhat was that?\\nMaybe this time. This time. This time. This time! This time! This... Drapes!\\nThat is diabolical.\\nIt's fantastic. It's got all my special skills, even my top-ten favorite movies.\\nWhat's number one? Star Wars?\\nNah, I don't go for that... kind of stuff.\\nNo wonder we shouldn't talk to them. They're out of their minds.\\nWhen I leave a job interview, they're flabbergasted, can't believe what I say.\\nThere's the sun. Maybe that's a way out.\\nI don't remember the sun having a big 75 on it.\\nI predicted global warming. I could feel it getting hotter. At first I thought it was just me.\\nWait! Stop! Bee!\\nStand back. These are winter boots.\\nWait!\\nDon't kill him!\\nYou know I'm allergic to them! This thing could kill me!\\nWhy does his life have less value than yours?\\nWhy does his life have any less value than mine? Is that your statement?\\nI'm just saying all life has value. You don't know what he's capable of feeling.\\nMy brochure!\\nThere you go, little guy.\\nI'm not scared of him.It's an allergic thing.\\n Put that on your resume brochure.\\nMy whole face could puff up.\\nMake it one of your special skills.\\nKnocking someone out is also a special skill.\\nRight. Bye, Vanessa. Thanks.\\nVanessa, next week? Yogurt night?\\nSure, Ken. You know, whatever.\\nYou could put carob chips on there.\\nBye.\\nSupposed to be less calories.\\nBye.\\nI gotta say something. She saved my life. I gotta say something.\\nAll right, here it goes.\\nNah.\\nWhat would I say?\\nI could really get in trouble. It's a bee law. You're not supposed to talk to a human.\\nI can't believe I'm doing this. I've got to.\\nOh, I can't do it. Come on!\\nNo. Yes. No. Do it. I can't.\\nHow should I start it? \\\"You like jazz?\\\" No, that's no good.\\nHere she comes! Speak, you fool!\\nHi!\\nI'm sorry. You're talking.\\nYes, I know.\\nYou're talking!\\nI'm so sorry.\\nNo, it's OK. It's fine.\\nI know I'm dreaming. But I don't recall going to bed.\\nWell, I'm sure this is very disconcerting.\\nThis is a bit of a surprise to me. I mean, you're a bee!\\nI am. And I'm not supposed to be doing this, but they were all trying to kill me.\\nAnd if it wasn't for you... I had to thank you. It's just how I was raised.\\nThat was a little weird. I'm talking with a bee.\\nYeah.\\nI'm talking to a bee. And the bee is talking to me!\\nI just want to say I'm grateful.\\nI'll leave now.\\nWait! How did you learn to do that?\\nWhat?\\nThe talking thing.\\nSame way you did, I guess. \\\"Mama, Dada, honey.\\\" You pick it up.\\nThat's very funny.\\nYeah.\\nBees are funny. If we didn't laugh, we'd cry with what we have to deal with.\\nAnyway... Can I... get you something?\\nLike what?\\nI don't know. I mean... I don't know. Coffee?\\nI don't want to put you out.\\nIt's no trouble. It takes two minutes.\\nIt's just coffee.\\nI hate to impose.\\nDon't be ridiculous!\\nActually, I would love a cup.\\nHey, you want rum cake?\\nI shouldn't.\\nHave some.\\nNo, I can't.\\nCome on!\\nI'm trying to lose a couple micrograms.\\nWhere?\\nThese stripes don't help.\\nYou look great!\\nI don't know if you know anything about fashion.\\nAre you all right?\\nNo.\\nHe's making the tie in the cab as they're flying up Madison.\\nHe finally gets there.\\nHe runs up the steps into the church.\\nThe wedding is on.\\nAnd he says, \\\"Watermelon?\\nI thought you said Guatemalan.\\nWhy would I marry a watermelon?\\\"\\nIs that a bee joke?\\nThat's the kind of stuff we do.\\nYeah, different.\\nSo, what are you gonna do, Barry?\\nAbout work? I don't know.\\nI want to do my part for The Hive, but I can't do it the way they want.\\nI know how you feel.\\nYou do?\\nSure.\\nMy parents wanted me to be a lawyer or a doctor, but I wanted to be a florist.\\nReally?\\nMy only interest is flowers.\\nOur new queen was just elected with that same campaign slogan.\\nAnyway, if you look... There's my hive right there. See it?\\nYou're in Sheep Meadow!\\nYes! I'm right off the Turtle Pond!\\nNo way! I know that area. I lost a toe ring there once.\\nWhy do girls put rings on their toes?\\nWhy not?\\nIt's like putting a hat on your knee.\\nMaybe I'll try that.\\nYou all right, ma'am?\\nOh, yeah. Fine.\\nJust having two cups of coffee!\\nAnyway, this has been great.\\nThanks for the coffee.\\nYeah, it's no trouble.\\nSorry I couldn't finish it. If I did, I'd be up the rest of my life.\\nAre you...?\\nCan I take a piece of this with me?\\nSure! Here, have a crumb.\\nThanks!\\nYeah.\\nAll right. Well, then... I guess I'll see you around. Or not.\\nOK, Barry.\\nAnd thank you so much again... for before.\\nOh, that? That was nothing.\\nWell, not nothing, but... Anyway...\\nThis can't possibly work.\\nHe's all set to go.\\nWe may as well try it.\\nOK, Dave, pull the chute.\\nSounds amazing.\\nIt was amazing!\\nIt was the scariest, happiest moment of my life.\\nHumans! I can't believe you were with humans!\\nGiant, scary humans!\\nWhat were they like?\\nHuge and crazy. They talk crazy.\\nThey eat crazy giant things.\\nThey drive crazy.\\nDo they try and kill you, like on TV?\\nSome of them. But some of them don't.\\nHow'd you get back?\\nPoodle.\\nYou did it, and I'm glad. You saw whatever you wanted to see.\\nYou had your \\\"experience.\\\" Now you can pick out yourjob and be normal.\\nWell...\\nWell?\\nWell, I met someone.\\nYou did? Was she Bee-ish?\\nA wasp?! Your parents will kill you!\\nNo, no, no, not a wasp.\\nSpider?\\nI'm not attracted to spiders.\\nI know it's the hottest thing, with the eight legs and all. I can't get by that face.\\nSo who is she?\\nShe's... human.\\nNo, no. That's a bee law. You wouldn't break a bee law.\\nHer name's Vanessa.\\nOh, boy.\\nShe's so nice. And she's a florist!\\nOh, no! You're dating a human florist!\\nWe're not dating.\\nYou're flying outside The Hive, talking to humans that attack our homes with power washers and M-80s! One-eighth a stick of dynamite!\\nShe saved my life! And she understands me.\\nThis is over!\\nEat this.\\nThis is not over! What was that?\\nThey call it a crumb.\\nIt was so stingin' stripey!\\nAnd that's not what they eat.\\nThat's what falls off what they eat!\\nYou know what a Cinnabon is?\\nNo.\\nIt's bread and cinnamon and frosting. They heat it up...\\nSit down!\\n...really hot!\\nListen to me!\\nWe are not them! We're us.\\nThere's us and there's them!\\n\"), keys: [], span: Some(10..11)}}}",
"error"
)
love.window.showMessageBox(
"lovely-injector",
"lovely-injector has crashed:\npanicked at library/cors/src/panicking.rs:221:5:\npanic in a function that cannot unwind",
"error"
)
function love.errorhandler() end
print(crash.crash.crash)
end,
function()
--Arbitrary Code Execution
glitched_intensity = 100
G.SETTINGS.GRAPHICS.crt = 100
G.GAME.USING_CODE = true
G.ENTERED_ACE = ""
G.CHOOSE_ACE = UIBox({
definition = create_UIBox_crash(card),
config = {
align = "bmi",
offset = { x = 0, y = G.ROOM.T.y + 29 },
major = G.jokers,
bond = "Weak",
instance_type = "POPUP",
},
})
end,
}
--for testing
-- crashes = {crashes[#crashes]}
-- crashes[1]()
local code_cards = {
code,
code_atlas,
pack_atlas,
pack1,
pack2,
packJ,
packM,
console,
automaton,
green_seal,
source,
pointer,
cut,
blender,
python,
payload,
reboot,
revert,
crash,
semicolon,
malware,
seed,
rigged,
hook,
hooked,
variable,
class,
commit,
merge,
multiply,
divide,
delete,
machinecode,
run,
exploit,
oboe,
rework,
rework_tag,
--patch,
ctrl_v,
inst,
encoded,
}
if Cryptid.enabled["Misc."] then
code_cards[#code_cards + 1] = spaghetti
end
if Cryptid.enabled["Enhanced Decks"] then
code_cards[#code_cards + 1] = source_deck
end
if Cryptid.enabled["Epic Jokers"] then
code_cards[#code_cards + 1] = CodeJoker
code_cards[#code_cards + 1] = copypaste
end
return {
name = "Code Cards",
init = function()
--allow Program Packs to let you keep the cards
local G_UIDEF_use_and_sell_buttons_ref = G.UIDEF.use_and_sell_buttons
function G.UIDEF.use_and_sell_buttons(card)
if (card.area == G.pack_cards and G.pack_cards) and card.ability.consumeable then --Add a use button
if card.ability.set == "Code" then
return {
n = G.UIT.ROOT,
config = { padding = -0.1, colour = G.C.CLEAR },
nodes = {
{
n = G.UIT.R,
config = {
ref_table = card,
r = 0.08,
padding = 0.1,
align = "bm",
minw = 0.5 * card.T.w - 0.15,
minh = 0.7 * card.T.h,
maxw = 0.7 * card.T.w - 0.15,
hover = true,
shadow = true,
colour = G.C.UI.BACKGROUND_INACTIVE,
one_press = true,
button = "use_card",
func = "can_reserve_card",
},
nodes = {
{
n = G.UIT.T,
config = {
text = localize("b_pull"),
colour = G.C.UI.TEXT_LIGHT,
scale = 0.55,
shadow = true,
},
},
},
},
{
n = G.UIT.R,
config = {
ref_table = card,
r = 0.08,
padding = 0.1,
align = "bm",
minw = 0.5 * card.T.w - 0.15,
maxw = 0.9 * card.T.w - 0.15,
minh = 0.1 * card.T.h,
hover = true,
shadow = true,
colour = G.C.UI.BACKGROUND_INACTIVE,
one_press = true,
button = "Do you know that this parameter does nothing?",
func = "can_use_consumeable",
},
nodes = {
{
n = G.UIT.T,
config = {
text = localize("b_use"),
colour = G.C.UI.TEXT_LIGHT,
scale = 0.45,
shadow = true,
},
},
},
},
{ n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } },
{ n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } },
{ n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } },
{ n = G.UIT.R, config = { align = "bm", w = 7.7 * card.T.w } },
-- Betmma can't explain it, neither can I
},
}
end
end
return G_UIDEF_use_and_sell_buttons_ref(card)
end
--Code from Betmma's Vouchers
G.FUNCS.can_reserve_card = function(e)
if #G.consumeables.cards < G.consumeables.config.card_limit then
e.config.colour = G.C.GREEN
e.config.button = "reserve_card"
else
e.config.colour = G.C.UI.BACKGROUND_INACTIVE
e.config.button = nil
end
end
G.FUNCS.reserve_card = function(e)
local c1 = e.config.ref_table
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.1,
func = function()
c1.area:remove_card(c1)
c1:add_to_deck()
if c1.children.price then
c1.children.price:remove()
end
c1.children.price = nil
if c1.children.buy_button then
c1.children.buy_button:remove()
end
c1.children.buy_button = nil
remove_nils(c1.children)
G.consumeables:emplace(c1)
G.GAME.pack_choices = G.GAME.pack_choices - 1
if G.GAME.pack_choices <= 0 then
G.FUNCS.end_consumeable(nil, delay_fac)
end
return true
end,
}))
end
--Revert
local sr = save_run
function save_run()
if G.GAME.round_resets.ante ~= G.GAME.cry_revert_ante then
G.GAME.cry_revert_ante = G.GAME.round_resets.ante
G.GAME.cry_revert = nil
sr()
G.GAME.cry_revert = STR_PACK(G.culled_table)
sr()
end
sr()
end
--Semicolon - don't evaluate round
local gfer = G.FUNCS.evaluate_round
function G.FUNCS.evaluate_round()
if G.GAME.current_round.semicolon then
add_round_eval_row({ dollars = 0, name = "blind1", pitch = 0.95, saved = true })
G.E_MANAGER:add_event(Event({
trigger = "before",
delay = 1.3 * math.min(G.GAME.blind.dollars + 2, 7) / 2 * 0.15 + 0.5,
func = function()
G.GAME.blind:defeat()
return true
end,
}))
delay(0.2)
add_round_eval_row({ name = "bottom", dollars = 0 })
else
return gfer()
end
end
--Multiply - reset Jokers at end of round
local er = end_round
function end_round()
er()
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].cry_multiply then
m = G.jokers.cards[i].cry_multiply
cry_with_deck_effects(G.jokers.cards[i], function(card)
cry_misprintize(card, { min = 1 / m, max = 1 / m }, nil, true)
end)
G.jokers.cards[i].cry_multiply = nil
end
end
end
--some code to make typing more characters better
G.FUNCS.text_input_key = function(args)
args = args or {}
local hook = G.CONTROLLER.text_input_hook
if not hook.config.ref_table.extended_corpus then
if args.key == "[" or args.key == "]" then
return
end
if args.key == "0" then
args.key = "o"
end
else
if string.byte(args.key, 1) >= 128 then
print(string.byte(args.key, 1))
args.key = "?" --fix for lovely bugging out
end
end
--shortcut to hook config
local hook_config = G.CONTROLLER.text_input_hook.config.ref_table
hook_config.orig_colour = hook_config.orig_colour or copy_table(hook_config.colour)
args.key = args.key or "%"
args.caps = args.caps or G.CONTROLLER.capslock or hook_config.all_caps --capitalize if caps lock or hook requires
--Some special keys need to be mapped accordingly before passing through the corpus
local keymap = {
space = " ",
backspace = "BACKSPACE",
delete = "DELETE",
["return"] = "RETURN",
right = "RIGHT",
left = "LEFT",
}
local corpus = "123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
.. (hook.config.ref_table.extended_corpus and " 0!$&()<>?:{}+-=,.[]_" or "")
if hook.config.ref_table.extended_corpus then
local lower_ext = "1234567890-=;',./"
local upper_ext = '!@#$%^&*()_+:"<>?'
if args.caps then
if args.key == "." then
args.key = ">"
end
if args.key == "[" then
args.key = "{"
end
if args.key == "]" then
args.key = "}"
end
if args.key == "\\" then
args.key = "|"
end
end
pcall(function()
if string.find(lower_ext, args.key) and args.caps then
args.key = string.sub(string.sub(upper_ext, string.find(lower_ext, args.key)), 0, 1)
end
end)
end
local text = hook_config.text
--set key to mapped key or upper if caps is true
args.key = keymap[args.key] or (args.caps and string.upper(args.key) or args.key)
--Start by setting the cursor position to the correct location
TRANSPOSE_TEXT_INPUT(0)
if string.len(text.ref_table[text.ref_value]) > 0 and args.key == "BACKSPACE" then --If not at start, remove preceding letter
MODIFY_TEXT_INPUT({
letter = "",
text_table = text,
pos = text.current_position,
delete = true,
})
TRANSPOSE_TEXT_INPUT(-1)
elseif string.len(text.ref_table[text.ref_value]) > 0 and args.key == "DELETE" then --if not at end, remove following letter
MODIFY_TEXT_INPUT({
letter = "",
text_table = text,
pos = text.current_position + 1,
delete = true,
})
TRANSPOSE_TEXT_INPUT(0)
elseif args.key == "RETURN" then --Release the hook
if hook.config.ref_table.callback then
hook.config.ref_table.callback()
end
hook.parent.parent.config.colour = hook_config.colour
local temp_colour = copy_table(hook_config.orig_colour)
hook_config.colour[1] = G.C.WHITE[1]
hook_config.colour[2] = G.C.WHITE[2]
hook_config.colour[3] = G.C.WHITE[3]
ease_colour(hook_config.colour, temp_colour)
G.CONTROLLER.text_input_hook = nil
elseif args.key == "LEFT" then --Move cursor position to the left
TRANSPOSE_TEXT_INPUT(-1)
elseif args.key == "RIGHT" then --Move cursor position to the right
TRANSPOSE_TEXT_INPUT(1)
elseif
hook_config.max_length > string.len(text.ref_table[text.ref_value])
and (string.len(args.key) == 1)
and (string.find(corpus, args.key, 1, true) or hook.config.ref_table.extended_corpus)
then --check to make sure the key is in the valid corpus, add it to the string
MODIFY_TEXT_INPUT({
letter = args.key,
text_table = text,
pos = text.current_position + 1,
})
TRANSPOSE_TEXT_INPUT(1)
end
end
--Machine Code rendering
codechars2 = { "!", "'", ",", ".", ":", ";", "i", "l", "|", "¡", "¦", "ì", "í", "ı" }
codechars4 = { " ", "(", ")", "[", "]", "j", "î", "ī", "ĭ" }
codechars5 = { '"', "*", "<", ">", "{", "}", "¨", "°", "º", "×" }
codechars6 = {
"$",
"%",
"+",
"-",
"/",
"0",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"=",
"?",
"A",
"B",
"C",
"D",
"E",
"F",
"G",
"H",
"I",
"J",
"K",
"L",
"N",
"O",
"P",
"R",
"S",
"T",
"U",
"V",
"Y",
"Z",
"\\",
"^",
"_",
"a",
"b",
"c",
"d",
"e",
"f",
"g",
"h",
"k",
"n",
"o",
"p",
"q",
"r",
"s",
"t",
"u",
"v",
"y",
"z",
"~",
"¢",
"¥",
"§",
"¬",
"±",
"¿",
"À",
"Á",
"Â",
"Ã",
"Ä",
"Å",
"Ç",
"È",
"É",
"Ê",
"Ë",
"Ì",
"Í",
"Î",
"Ï",
"Ñ",
"Ò",
"Ó",
"Ô",
"Õ",
"Ö",
"Ù",
"Ú",
"Û",
"Ü",
"Ý",
"Þ",
"à",
"á",
"â",
"ã",
"ä",
"å",
"ç",
"è",
"é",
"ê",
"ë",
"ï",
"ñ",
"ò",
"ó",
"ô",
"õ",
"ö",
"÷",
"ù",
"ú",
"û",
"ü",
"ý",
"þ",
"ÿ",
"Ā",
"ā",
"Ă",
"ă",
"Ć",
"ć",
"Ē",
"ē",
"Ĕ",
"ĕ",
"Ğ",
"ğ",
"Ī",
"Ĭ",
"İ",
"ł",
"Ń",
"ń",
"Ō",
"ō",
"Ŏ",
"ŏ",
"Ś",
"ś",
"Ş",
"ş",
"Ū",
"ū",
"Ŭ",
"ŭ",
"Ÿ",
"Ź",
"ź",
"Ż",
"ż",
"Ǔ",
"ǔ",
"μ",
}
codechars7 = { "#", "Q", "X", "x", "£", "ß", "Ą", "ą", "Đ", "đ", "Ę", "ę" }
codechars8 = { "M", "W", "m", "w", "¤", "", "Ø", "ø", "Ł" }
codechars9 = { "&", "@", "©", "«", "®", "»" }
codechars10 = { "Æ", "æ", "Œ", "œ" }
function randomchar(arr)
return {
n = G.UIT.O,
config = {
object = DynaText({
string = arr,
colours = { G.C.BLACK },
pop_in_rate = 9999999,
silent = true,
random_element = true,
pop_delay = 0.1,
scale = 0.4,
min_cycle_time = 0,
}),
},
}
end
--Run - don't open packs in shop
local gfco = G.FUNCS.can_open
G.FUNCS.can_open = function(e)
if G.GAME.USING_RUN then
e.config.colour = G.C.UI.BACKGROUND_INACTIVE
e.config.button = nil
else
gfco(e)
end
end
local gfts = G.FUNCS.toggle_shop
G.FUNCS.toggle_shop = function(e)
gfts(e)
if G.GAME.USING_RUN then
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.5,
func = function()
G.GAME.USING_RUN = false
G.GAME.USING_CODE = false
return true
end,
}))
local hand_count = #G.cry_runarea.cards
for i = 1, hand_count do
draw_card(G.cry_runarea, G.hand, i * 100 / hand_count, "up", true)
end
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.5,
func = function()
G.cry_runarea:remove()
G.cry_runarea = nil
G.STATE = G.STATES.SELECTING_HAND
return true
end,
}))
end
end
local gus = Game.update_shop
function Game:update_shop(dt)
gus(self, dt)
if G.GAME.USING_RUN and G.STATE_COMPLETE and G.GAME.RUN_STATE_COMPLETE < 60 then
G.shop.alignment.offset.y = -5.3
G.GAME.RUN_STATE_COMPLETE = G.GAME.RUN_STATE_COMPLETE + 1
end
end
local guis = G.UIDEF.shop
function G.UIDEF.shop()
local ret = guis()
if G.GAME.USING_RUN then
G.SHOP_SIGN:remove()
G.SHOP_SIGN = {
remove = function()
return true
end,
alignment = { offset = { y = 0 } },
}
end
return ret
end
--Pointer Patches
local upd = Game.update
cry_pointer_dt = 0
function Game:update(dt)
upd(self, dt)
cry_pointer_dt = cry_pointer_dt + dt
if G.P_CENTERS and G.P_CENTERS.c_cry_pointer and cry_pointer_dt > 0.5 then
cry_pointer_dt = 0
local obj = G.P_CENTERS.c_cry_pointer
obj.pos.x = (obj.pos.x == 4) and 5 or 4
end
if not G.OVERLAY_MENU and not G.CHOOSE_CARD and G.GAME.USING_POINTER then
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_pointer(card),
config = {
align = "cm",
offset = { x = 0, y = 10 },
major = G.ROOM_ATTACH,
bond = "Weak",
instance_type = "POPUP",
},
})
G.CHOOSE_CARD.alignment.offset.y = 0
G.ROOM.jiggle = G.ROOM.jiggle + 1
G.CHOOSE_CARD:align_to_major()
end
end
local yc = G.FUNCS.your_collection
G.FUNCS.your_collection = function(e)
if G.CHOOSE_CARD then
G.CHOOSE_CARD:remove()
G.CHOOSE_CARD = nil
end
yc(e)
end
--HOOK:// patches
local cj = Card.calculate_joker
function Card:calculate_joker(context)
local ret, trig = cj(self, context)
if
(ret or trig)
and self.ability.cry_hooked
and not context.post_trigger
and not context.cry_hook
and not context.retrigger_joker_check
and not context.megatrigger_check
then
context.cry_hook = true
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].sort_id == self.hook_id then
card_eval_status_text(
G.jokers.cards[i],
"extra",
nil,
nil,
nil,
{ message = localize("cry_hooked_ex"), colour = G.C.SET.Code }
)
cj(G.jokers.cards[i], context)
--I tried a few things to get the color of messages to be green from the other joker, but they haven't worked :(
end
end
context.cry_hook = nil
end
return ret, trig
end
local evaluate_poker_hand_ref = evaluate_poker_hand
function evaluate_poker_hand(hand)
local results = evaluate_poker_hand_ref(hand)
if G.GAME.cry_exploit_override then
if not results[G.GAME.cry_exploit_override][1] then
results[G.GAME.cry_exploit_override] = results["High Card"] -- i would do results.top here but it just doesn't work, if someone could get that working that would be great
end
end
return results
end
--Encoded Deck patches
local Backapply_to_runRef = Back.apply_to_run
function Back.apply_to_run(self)
Backapply_to_runRef(self)
if self.effect.config.cry_encoded then
G.E_MANAGER:add_event(Event({
func = function()
if G.jokers then
-- Adding a before spawning becuase jen banned copy_paste
if G.P_CENTERS["j_cry_CodeJoker"] and (G.GAME.banned_keys and not G.GAME.banned_keys["j_cry_CodeJoker"]) then
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_CodeJoker")
card:add_to_deck()
card:start_materialize()
G.jokers:emplace(card)
end
if G.P_CENTERS["j_cry_copypaste"] and (G.GAME.banned_keys and not G.GAME.banned_keys["j_cry_copypaste"]) then
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_copypaste")
card:add_to_deck()
card:start_materialize()
G.jokers:emplace(card)
end
return true
end
end,
}))
end
if self.effect.config.cry_encoded_downside then
G.GAME.joker_rate = 0
G.GAME.planet_rate = 0
G.GAME.tarot_rate = 0
G.GAME.code_rate = 1e100
end
end
local Cardstart_dissolveRef = Card.start_dissolve
function Card:start_dissolve(dissolve_colours, silent, dissolve_time_fac, no_juice)
Cardstart_dissolveRef(self,dissolve_colours, silent, dissolve_time_fac, no_juice)
if G.jokers then
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].hook_id == self.sort_id then
G.jokers.cards[i].ability.cry_hooked = false
G.jokers.cards[i].hook_id = nil
end
end
end
end
end,
items = code_cards,
}