424 lines
14 KiB
TOML
424 lines
14 KiB
TOML
[manifest]
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version = "1.0.0"
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dump_lua = true
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priority = -10
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## no_rank, no_suit, all_suits
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# Card:get_id()
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if self.ability.effect == 'Stone Card' and not self.vampired then"
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match_indent = true
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position = "at"
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payload = '''if SMODS.has_no_rank(self) and not self.vampired then'''
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# Card:get_chip_bonus()
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[[patches]]
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[patches.regex]
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target = "card.lua"
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pattern = '''
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(?<indent>[\t ]*)if self\.ability\.effect == 'Stone Card' then
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[\t ]* return self\.ability\.bonus \+ \(self\.ability\.perma_bonus or 0\)
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[\t ]*end'''
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position = "at"
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payload = '''
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if self.ability.effect == 'Stone Card' or self.config.center.replace_base_card then
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return self.ability.bonus + (self.ability.perma_bonus or 0)
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end'''
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line_prepend = '$indent'
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# Card:calculate_joker()
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# Raised Fist
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if temp_ID >= G.hand.cards[i].base.id and G.hand.cards[i].ability.effect ~= 'Stone Card' then temp_Mult = G.hand.cards[i].base.nominal; temp_ID = G.hand.cards[i].base.id; raised_card = G.hand.cards[i] end"
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match_indent = true
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position = "at"
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payload = """if temp_ID >= G.hand.cards[i].base.id and not SMODS.has_no_rank(G.hand.cards[i]) then
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temp_Mult = G.hand.cards[i].base.nominal
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temp_ID = G.hand.cards[i].base.id
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raised_card = G.hand.cards[i]
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end"""
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# Flower Pot, Seeing Double
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if context.scoring_hand[i].ability.name ~= 'Wild Card' then"
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match_indent = true
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position = "at"
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payload = '''if not SMODS.has_any_suit(context.scoring_hand[i]) then'''
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if context.scoring_hand[i].ability.name == 'Wild Card' then"
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match_indent = true
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position = "at"
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payload = '''if SMODS.has_any_suit(context.scoring_hand[i]) then'''
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# Card:get_suit()
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[[patches]]
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[patches.regex]
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target = "card.lua"
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pattern = '''(?<indent>[\t ]*)if self\.ability\.effect == 'Stone Card' then'''
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line_prepend = '$indent'
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position = "at"
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payload = '''if SMODS.has_no_suit(self) then'''
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = 'if self.ability.name == "Wild Card" then'
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match_indent = true
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position = "at"
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payload = '''if SMODS.has_any_suit(self) then'''
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = 'if self.ability.name == "Wild Card" and not self.debuff then'
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match_indent = true
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position = "at"
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payload = '''if SMODS.has_any_suit(self) and not self.debuff then'''
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# check_for_unlock
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "if v.ability.name ~= 'Stone Card' and v.base.suit == 'Hearts' then"
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match_indent = true
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position = "at"
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payload = "if not SMODS.has_no_suit(v) and v.base.suit == 'Hearts' then"
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# reset_idol_card()
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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 = "valid_idol_cards[#valid_idol_cards+1] = v"
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match_indent = true
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position = "at"
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payload = """if not SMODS.has_no_suit(v) and not SMODS.has_no_rank(v) then
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valid_idol_cards[#valid_idol_cards+1] = v
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end"""
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# reset_mail_rank()
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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 = "valid_mail_cards[#valid_mail_cards+1] = v"
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match_indent = true
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position = "at"
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payload = """if not SMODS.has_no_rank(v) then
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valid_mail_cards[#valid_mail_cards+1] = v
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end"""
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# reset_castle_card()
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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 = "valid_castle_cards[#valid_castle_cards+1] = v"
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match_indent = true
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position = "at"
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payload = """if not SMODS.has_no_suit(v) then
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valid_castle_cards[#valid_castle_cards+1] = v
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end"""
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# G.FUNCS.evaluate_play()
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "if G.play.cards[i].ability.effect == 'Stone Card' then"
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match_indent = true
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position = "at"
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payload = '''if SMODS.always_scores(G.play.cards[i]) then'''
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "if scoring_hand[i].ability.effect ~= 'Stone Card' then"
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match_indent = true
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position = "at"
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payload = '''if not SMODS.has_no_rank(scoring_hand[i]) then'''
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "G.GAME.cards_played[scoring_hand[i].base.value].suits[scoring_hand[i].base.suit] = true"
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match_indent = true
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position = "at"
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payload = """if not SMODS.has_no_suit(scoring_hand[i]) then
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G.GAME.cards_played[scoring_hand[i].base.value].suits[scoring_hand[i].base.suit] = true
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end"""
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## replace_base_card
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# Determines whether to draw the base card's front or not
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# Card:draw()
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if self.children.front and self.ability.effect ~= 'Stone Card' then"
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match_indent = true
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position = "at"
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payload = "if self.children.front and self.ability.effect ~= 'Stone Card' and not self.config.center.replace_base_card then"
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# Card:generate_UIBox_ability_table()
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# replaces two consecutive lines
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "if (_c.name == 'Stone Card') then full_UI_table.name = true end"
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match_indent = true
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position = "at"
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payload = "if _c.name == 'Stone Card' or _c.replace_base_card then full_UI_table.name = true"
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "if (specific_vars.playing_card and (_c.name ~= 'Stone Card')) then"
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match_indent = true
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position = "at"
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payload = "elseif specific_vars.playing_card then"
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# eval_card()
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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 = "function eval_card(card, context)"
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match_indent = true
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position = "after"
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payload = """
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local enhancement_calculated = false
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local center = card.config.center"""
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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 = "local jokers = card:calculate_joker(context)"
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match_indent = true
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position = "before"
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payload = """
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if card.ability.set == 'Enhanced' and center.calculate and type(center.calculate) == 'function' then
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center:calculate(card, context, ret)
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enhancement_calculated = true
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end"""
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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 = "local seals = card:calculate_seal(context)"
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match_indent = true
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position = "before"
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payload = """
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if card.ability.set == 'Enhanced' and center.calculate and type(center.calculate) == 'function' then
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center:calculate(card, context, ret)
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enhancement_calculated = true
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end"""
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "if context.cardarea == G.jokers or context.card == G.consumeables then"
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match_indent = true
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position = "before"
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payload = """
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if not enhancement_calculated and card.ability.set == 'Enhanced' and center.calculate and type(center.calculate) == 'function' then
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center:calculate(card, context, ret)
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enhancement_calculated = true
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end
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local seals = not card.ability.extra_enhancement and card:calculate_seal(context)
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if seals then
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ret.seals = seals
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end"""
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## Add additional eval_card() calls
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# Game:update_draw_to_hand()
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[[patches]]
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[patches.pattern]
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target = "game.lua"
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pattern = "G.GAME.current_round.discards_used == 0 and G.GAME.facing_blind then"
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match_indent = true
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position = "after"
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payload = """
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for i = 1, #G.hand.cards do
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eval_card(G.hand.cards[i], {first_hand_drawn = true})
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end"""
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# G.FUNCS.discard_cards_from_highlighted()
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "inc_career_stat('c_cards_discarded', highlighted_count)"
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match_indent = true
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position = "after"
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payload = """
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for i = 1, #G.hand.cards do
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eval_card(G.hand.cards[i], {pre_discard = true, full_hand = G.hand.highlighted, hook = hook})
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end"""
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[[patches]]
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[patches.regex]
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target = "functions/state_events.lua"
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pattern = '''
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(?<indent>[\t ]*)G\.hand\.highlighted\[i\]:calculate_seal\(\{discard = true\}\)
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[\t ]*local removed = false'''
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line_prepend = '$indent'
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position = "at"
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payload = """
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local removed = false
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local eval = nil
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eval = eval_card(G.hand.highlighted[i], {discard = true, full_hand = G.hand.highlighted})
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if eval and eval.remove then
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removed = true
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card_eval_status_text(G.hand.highlighted[i], 'jokers', nil, 1, nil, eval)
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end"""
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## Allow cards to function as multiple enhancements (e.g. from jokers)
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# Calculate extra enhancements when played
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "local effects = {eval_card(scoring_hand[i], {cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, poker_hand = text})}"
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position = "after"
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payload = '''
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local post_effect = {seals = effects[1].seals, edition = effects[1].edition}
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effects[1].seals = nil
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effects[1].edition = nil
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local extra_enhancements = SMODS.get_enhancements(scoring_hand[i], true)
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local old_ability = copy_table(scoring_hand[i].ability)
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local old_center = scoring_hand[i].config.center
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local old_center_key = scoring_hand[i].config.center_key
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for k, _ in pairs(extra_enhancements) do
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if G.P_CENTERS[k] then
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scoring_hand[i]:set_ability(G.P_CENTERS[k])
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scoring_hand[i].ability.extra_enhancement = k
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effects[#effects+1] = eval_card(scoring_hand[i], {cardarea = G.play, full_hand = G.play.cards, scoring_hand = scoring_hand, poker_hand = text, extra_enhancement = true})
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end
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end
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effects[#effects+1] = post_effect
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scoring_hand[i].ability = old_ability
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scoring_hand[i].config.center = old_center
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scoring_hand[i].config.center_key = old_center_key
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scoring_hand[i]:set_sprites(old_center)
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'''
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match_indent = true
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# Calculate extra enhancements when held in hand
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "local effects = {eval_card(G.hand.cards[i], {cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands})}"
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position = "after"
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payload = '''
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local extra_enhancements = SMODS.get_enhancements(G.hand.cards[i], true)
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local old_ability = copy_table(G.hand.cards[i].ability)
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local old_center = G.hand.cards[i].config.center
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local old_center_key = G.hand.cards[i].config.center_key
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for k, _ in pairs(extra_enhancements) do
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if G.P_CENTERS[k] then
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G.hand.cards[i]:set_ability(G.P_CENTERS[k])
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G.hand.cards[i].ability.extra_enhancement = k
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effects[#effects+1] = eval_card(G.hand.cards[i], {cardarea = G.hand, full_hand = G.play.cards, scoring_hand = scoring_hand, scoring_name = text, poker_hands = poker_hands, extra_enhancement = true})
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end
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end
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G.hand.cards[i].ability = old_ability
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G.hand.cards[i].config.center = old_center
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G.hand.cards[i].config.center_key = old_center_key
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G.hand.cards[i]:set_sprites(old_center)
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'''
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match_indent = true
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# Calculate extra enhancements when held in hand at end of round
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "local effects = {G.hand.cards[i]:get_end_of_round_effect()}"
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position = "after"
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payload = '''
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local extra_enhancements = SMODS.get_enhancements(G.hand.cards[i], true)
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local old_ability = copy_table(G.hand.cards[i].ability)
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local old_center = G.hand.cards[i].config.center
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local old_center_key = G.hand.cards[i].config.center_key
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for k, _ in pairs(extra_enhancements) do
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if G.P_CENTERS[k] then
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G.hand.cards[i]:set_ability(G.P_CENTERS[k])
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G.hand.cards[i].ability.extra_enhancement = k
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effects[#effects+1] = G.hand.cards[i]:get_end_of_round_effect()
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end
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end
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G.hand.cards[i].ability = old_ability
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G.hand.cards[i].config.center = old_center
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G.hand.cards[i].config.center_key = old_center_key
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G.hand.cards[i]:set_sprites(old_center)
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'''
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match_indent = true
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# Prevent blue seal effect on extra enhancements at end of round
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[[patches]]
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[patches.pattern]
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target = "card"
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pattern = "if self.seal == 'Blue' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then"
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position = "before"
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payload = '''
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if self.extra_enhancement then return ret end
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'''
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match_indent = true
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# Use the has enhancement function for enhancement gates
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = "if vv.config.center.key == v.enhancement_gate then"
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position = "at"
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payload = "if SMODS.has_enhancement(vv, v.enhancement_gate) then"
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match_indent = true
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# Glass Card shattering
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if card.ability.name == 'Glass Card' then"
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position = "at"
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payload = "if SMODS.has_enhancement(card, 'm_glass') then"
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match_indent = true
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "if G.hand.highlighted[i].ability.name == 'Glass Card' then"
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position = "at"
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payload = "if SMODS.has_enhancement(G.hand.highlighted[i], 'm_glass') then"
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match_indent = true
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "if scoring_hand[i].ability.name == 'Glass Card' and not scoring_hand[i].debuff and pseudorandom('glass') < G.GAME.probabilities.normal/scoring_hand[i].ability.extra then"
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position = "at"
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payload = "if SMODS.has_enhancement(scoring_hand[i], 'm_glass') and not scoring_hand[i].debuff and pseudorandom('glass') < G.GAME.probabilities.normal/(scoring_hand[i].ability.name == 'Glass Card' and scoring_hand[i].ability.extra or G.P_CENTERS.m_glass.config.extra) then"
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match_indent = true
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "if scoring_hand[i].ability.name == 'Glass Card' then"
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position = "at"
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payload = "if SMODS.has_enhancement(scoring_hand[i], 'm_glass') then"
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match_indent = true
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = "if cards_destroyed[i].ability.name == 'Glass Card' then"
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position = "at"
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payload = "if SMODS.has_enhancement(cards_destroyed[i], 'm_glass') then"
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match_indent = true
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# Prevent blue seals from applying on quantum enhancement calc
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[[patches]]
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[patches.pattern]
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target = "card.lua"
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pattern = "if self.seal == 'Blue' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then"
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position = "at"
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payload = "if self.seal == 'Blue' and #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit and not self.ability.extra_enhancement then"
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match_indent = true
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