74 lines
3.3 KiB
TOML
74 lines
3.3 KiB
TOML
[manifest]
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version = "1.0.0"
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dump_lua = true
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priority = -1
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# Show edition on Edition Decks
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "self.children.back:draw(overlay)"
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position = "after"
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payload = '''
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local currentBack = self.params.viewed_back and G.GAME.viewed_back or G.GAME.selected_back
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if currentBack.effect.config.cry_force_edition and not currentBack.effect.config.cry_antimatter then
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if currentBack.effect.config.cry_force_edition_shader then
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self.children.back:draw_shader(currentBack.effect.config.cry_force_edition_shader , nil, self.ARGS.send_to_shader, true)
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else
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self.children.back:draw_shader(currentBack.effect.config.cry_force_edition , nil, self.ARGS.send_to_shader, true)
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end
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end
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if currentBack.effect.config.cry_force_seal and not currentBack.effect.config.hide_seal and not currentBack.effect.config.cry_antimatter then
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G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader('dissolve', nil, nil, true, self.children.center)
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if currentBack.effect.config.cry_force_seal == 'Gold' then G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center) end
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end
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if currentBack.effect.config.cry_force_sticker and not currentBack.effect.config.cry_antimatter then
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for k, v in pairs(SMODS.Stickers) do
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if currentBack.effect.config.cry_force_sticker == v.key then
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if v and v.draw and type(v.draw) == 'function' then
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v:draw(self)
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else
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G.shared_stickers[v.key].role.draw_major = self
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G.shared_stickers[v.key]:draw_shader('dissolve', nil, nil, true, self.children.center)
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G.shared_stickers[v.key]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center)
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end
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end
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end
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end
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if currentBack.effect.config.cry_antimatter or currentBack.effect.config.cry_force_edition == 'negative' then
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self.children.back:draw_shader('negative', nil, self.ARGS.send_to_shader, true)
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self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader, true)
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end
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'''
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match_indent = true
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# Antimatter Deck
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "self.children.back:draw_shader('dissolve')"
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position = "at"
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payload = '''
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local currentBack = self.params.viewed_back and G.GAME.viewed_back or G.GAME.selected_back
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if currentBack and currentBack.effect.config.cry_antimatter or currentBack.effect.config.cry_force_edition == 'negative' then
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self.children.back:draw_shader('negative', nil, self.ARGS.send_to_shader)
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self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader)
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else
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self.children.back:draw_shader('dissolve')
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end
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'''
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match_indent = true
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# Created cards match suits of suit deck
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "card.playing_card = G.playing_card"
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position = "after"
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payload = '''
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if G.GAME.modifiers.cry_force_suit then card:change_suit(G.GAME.modifiers.cry_force_suit) end
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if G.GAME.modifiers.cry_force_enhancement then card:set_ability(G.P_CENTERS[G.GAME.modifiers.cry_force_enhancement]) end
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if G.GAME.modifiers.cry_force_edition then card:set_edition({[G.GAME.modifiers.cry_force_edition]=true},true,true) end
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if G.GAME.modifiers.cry_force_seal then card:set_seal(G.GAME.modifiers.cry_force_seal) end
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'''
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match_indent = true |