balatro-mods/Cryptid/Items/Spooky.lua

1474 lines
44 KiB
Lua

local cotton_candy = {
object_type = "Joker",
key = "cotton_candy",
pos = { x = 2, y = 0 },
rarity = "cry_candy",
cost = 10,
atlas = "atlasspooky",
order = 130,
blueprint_compat = true,
eternal_compat = false,
perishable_compat = false,
calculate = function(self, card, context)
if context.selling_self and not context.retrigger_joker and not context.blueprint_card then
for i = 1, #G.jokers.cards do
if G.jokers.cards[i] == card then
if i > 1 then
G.jokers.cards[i-1]:set_edition{negative = true}
end
if i < #G.jokers.cards then
G.jokers.cards[i+1]:set_edition{negative = true}
end
end
end
end
end
}
local wrapped = {
object_type = "Joker",
key = "wrapped",
pos = { x = 5, y = 0 },
rarity = "cry_candy",
cost = 10,
atlas = "atlasspooky",
eternal_compat = false,
perishable_compat = false,
order = 131,
immune_to_chemach = true,
config = {extra = {rounds = 2}},
loc_vars = function(self, info_queue, center)
info_queue[#info_queue + 1] = { set = "Other", key = "food_jokers" }
return { vars = { center.ability.extra.rounds } }
end,
calculate = function(self, card, context)
if
context.end_of_round
and not context.blueprint
and not context.individual
and not context.repetition
and not context.retrigger_joker
then
card.ability.extra.rounds = card.ability.extra.rounds - 1
if card.ability.extra.rounds > 0 then
return {
message = { localize("cry_minus_round") },
colour = G.C.FILTER,
}
else
G.E_MANAGER:add_event(Event({
func = function()
play_sound("tarot1")
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.3,
blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true
end,
}))
return true
end,
}))
local card = create_card(
"Joker",
G.jokers,
nil,
nil,
nil,
nil,
Cryptid.get_food("cry_wrapped")
)
card:add_to_deck()
G.jokers:emplace(card)
return {
message = localize("k_extinct_ex"),
colour = G.C.FILTER,
}
end
end
end,
}
local choco_dice = {
object_type = "Joker",
key = "chocolate_dice",
pos = { x = 1, y = 0 },
rarity = 3,
cost = 10,
order = 132,
atlas = "atlasspooky",
config = {extra = {roll = 0}},
immutable = true,
no_dbl = true,
loc_vars = function(self, info_queue, center)
if not center then --tooltip
elseif not center.added_to_deck then
for i = 1, 10 do
info_queue[#info_queue + 1] = { set = "Other", key = "ev_cry_choco"..i }
end
else
SMODS.Events["ev_cry_choco"..center.ability.extra.roll]:loc_vars(info_queue, center)
end
return { vars = { not center and "None" or center.ability.extra.roll == 0 and "None" or center.ability.extra.roll } }
end,
calculate = function(self, card, context)
if context.end_of_round and not context.individual and not context.repetition and not context.blueprint and not context.retrigger_joker and G.GAME.blind.boss then
--todo: check if duplicates of event are already started/finished
SMODS.Events["ev_cry_choco"..card.ability.extra.roll]:finish()
card.ability.extra.roll = roll_dice("cry_choco", 1, 10, {ignore_value = card.ability.extra.roll})
SMODS.Events["ev_cry_choco"..card.ability.extra.roll]:start()
return {
message = tostring(card.ability.extra.roll),
colour = G.C.GREEN
}
end
end,
remove_from_deck = function(self, card, from_debuff)
if not from_debuff then
SMODS.Events["ev_cry_choco"..card.ability.extra.roll]:finish()
end
end,
}
local choco_base_event = {
object_type = "Event",
key = "choco0"
}
local choco1 = {
object_type = "Event",
key = "choco1",
loc_vars = function(self, info_queue, center)
info_queue[#info_queue + 1] = { set = "Other", key = self.key } --todo specific_vars
info_queue[#info_queue + 1] = { set = "Other", key = "cry_flickering_desc", specific_vars = {5} }
info_queue[#info_queue + 1] = { set = "Joker", key = "j_cry_ghost", specific_vars = {G.GAME.probabilities.normal or 1,2,6}}
end,
start = function(self)
G.GAME.events[self.key] = true
local areas = {"jokers","deck","hand","play","discard"}
for k, v in pairs(areas) do
for i = 1, #G[v].cards do
if pseudorandom(pseudoseed("cry_choco_possession")) < G.GAME.probabilities.normal / 3 then
SMODS.Stickers.cry_flickering:apply(G[v].cards[i], true)
end
end
end
--create a ghost
if not (SMODS.Mods["jen"] or {}).can_load then
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_ghost")
card:add_to_deck()
G.jokers:emplace(card)
else
if G.GAME.dollars ~= 0 then
ease_dollars(((-G.GAME.dollars) - 1e6), true)
end
end
end
}
local choco2 = {
object_type = "Event",
key = "choco2",
--everything here is done with lovely patches or hooks, search for ev_cry_choco2
calculate = function(self, context)
if context.cash_out then
G.GAME.current_round.rerolled = false
end
end
}
local num_potions = 3 --note: must be changed whenever new potion effects are added
local choco3 = {
object_type = "Event",
key = "choco3",
start = function(self)
if not G.GAME.events[self.key] then
G.GAME.events[self.key] = {potions = {}}
end
for i = 1, 3 do
local card = create_card("Unique", G.consumeables, nil, nil, nil, nil, "c_cry_potion")
card:add_to_deck()
card.ability.random_event = pseudorandom(pseudoseed("cry_choco_witch"),1,num_potions)
G.consumeables:emplace(card)
end
end,
loc_vars = function(self, info_queue, center)
info_queue[#info_queue + 1] = { set = "Other", key = self.key } --todo specific_vars
info_queue[#info_queue + 1] = { set = "Unique", key = "c_cry_potion" } -- bugged rn
end,
finish = function(self)
--Reverse all potion effects
if G.GAME.events[self.key].potions[2] then
G.GAME.starting_params.ante_scaling = G.GAME.starting_params.ante_scaling / (1.15^G.GAME.events[self.key].potions[2])
end
if G.GAME.events[self.key].potions[3] then
G.GAME.round_resets.hands = G.GAME.round_resets.hands + G.GAME.events[self.key].potions[3]
ease_hands_played(G.GAME.events[self.key].potions[3])
G.GAME.round_resets.discards = G.GAME.round_resets.discards + G.GAME.events[self.key].potions[3]
ease_discard(G.GAME.events[self.key].potions[3])
end
G.GAME.events[self.key] = nil
end,
calculate = function(self, context)
--bug: if this event finishes and starts, every potion gets instantly destroyed
--bug: crashes if all 3 are used on blind skip
if context.pre_jokers and (context.skip_blind or (context.end_of_round and not context.individual and not context.repetition)) and not context.blueprint and not context.retrigger_joker then
--Detect if a potion has been used
local used_potion = false
for i = 1, num_potions do
if G.GAME.events[self.key].potions[i] then
used_potion = true
break
end
end
if used_potion then
G.E_MANAGER:add_event(Event({
func = function()
for i = #G.consumeables.cards, 1, -1 do
if G.consumeables.cards[i].config.center.key == "c_cry_potion" then
G.consumeables.cards[i]:start_dissolve()
end
end
return true
end
}))
else
--these animations are still a bit goofy, idk why
G.E_MANAGER:add_event(Event({
func = function()
for i = #G.consumeables.cards, 1, -1 do
if G.consumeables.cards[i].config.center.key == "c_cry_potion" then
G.consumeables.cards[i].config.center:use(G.consumeables.cards[i],G.consumeables)
G.consumeables.cards[i]:start_dissolve()
end
end
return true
end
}))
end
end
end
--todo: loc_vars potions
}
local potion = {
object_type = "Consumable",
set = "Unique",
key = "potion",
name = "cry-Potion",
pos = { x = 0, y = 1 },
config = { random_event = 2 },
cost = 4,
no_doe = true,
no_ccd = true,
order = 1,
immutable = true,
no_dbl = true,
no_grc = true,
atlas = "atlasspooky",
can_use = function(self, card)
return true
end,
in_pool = function()
return false
end,
use = function(self, card, area, copier)
if not (G.GAME.events and G.GAME.events.ev_cry_choco3) then
return
end -- Just in case a potion is found out side of the event
G.GAME.events.ev_cry_choco3.potions[card.ability.random_event]
= (G.GAME.events.ev_cry_choco3.potions[card.ability.random_event] or 0)+1
--Announce event
G.E_MANAGER:add_event(Event({
func = function()
play_sound("timpani", 1)
attention_text({
scale = 1.4,
text = localize("cry_potion"..card.ability.random_event),
hold = 2,
align = "cm",
offset = { x = 0, y = -2.7 },
major = G.play,
})
return true
end
}))
if card.ability.random_event == 1 then -- -1 to all hand levels
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 0.8, delay = 0.3 },
{ handname = localize("k_all_hands"), chips = "...", mult = "...", level = "" }
)
update_hand_text({ delay = 0 }, { mult = "-", StatusText = true })
update_hand_text({ delay = 0 }, { chips = "-", StatusText = true })
update_hand_text({ sound = "button", volume = 0.7, pitch = 0.9, delay = 0 }, { level = "+1" })
delay(1.3)
for k, v in pairs(G.GAME.hands) do
level_up_hand(used_consumable, k, true, -1)
end
update_hand_text(
{ sound = "button", volume = 0.7, pitch = 1.1, delay = 0 },
{ mult = 0, chips = 0, handname = "", level = "" }
)
end
if card.ability.random_event == 2 then -- X1.15 blind size
G.GAME.starting_params.ante_scaling = G.GAME.starting_params.ante_scaling * 1.15
if G.GAME.blind and G.GAME.blind.chips then
G.GAME.blind.chips = G.GAME.blind.chips * 1.15
end
end
if card.ability.random_event == 3 then -- -1 Hand and Discard
G.GAME.round_resets.hands = G.GAME.round_resets.hands - 1
ease_hands_played(-1)
G.GAME.round_resets.discards = G.GAME.round_resets.discards - 1
ease_discard(-1)
end
delay(12/G.SETTINGS.GAMESPEED)
end,
}
local choco4 = { --lunar abyss
object_type = "Event",
key = "choco4",
calculate = function(self, context)
if context.pre_jokers and context.before and not context.repetition and not context.blueprint and not context.retrigger_joker then
for i = 1, #G.play.cards do
if pseudorandom(pseudoseed("cry_choco_lunar")) < G.GAME.probabilities.normal / 4 then
local faces = {}
for _, v in ipairs(SMODS.Rank.obj_buffer) do
local r = SMODS.Ranks[v]
if r.face then table.insert(faces, r) end
end
local _rank = pseudorandom_element(faces, pseudoseed('cry_choco_lunar_create')).card_key
G.play.cards[i]:set_base(G.P_CARDS["C_".._rank])
end
end
end
if context.post_jokers and context.joker_main and not context.blueprint_card and not context.retrigger_joker then
local faces = 0
for i = 1, #G.play.cards do
if G.play.cards[i]:is_face() then
faces = faces + 1
end
end
if faces > 1 then
mult = mult / faces
update_hand_text({ delay = 0 }, { mult = mult, chips = hand_chips })
end
end
end
}
local choco5 = { --bloodsucker
object_type = "Event",
key = "choco5",
calculate = function(self, context)
if context.pre_jokers and context.before and not context.repetition and not context.blueprint and not context.retrigger_joker then
for k, v in ipairs(context.scoring_hand) do
if v.config.center ~= G.P_CENTERS.c_base and not v.debuff and not v.vampired then
v:set_ability(G.P_CENTERS.c_base, nil, true)
v.vampired = true
G.E_MANAGER:add_event(Event({
func = function()
v:juice_up()
v.vampired = nil
return true
end
}))
end
end
end
if context.post_jokers and context.destroying_card and not context.blueprint and not context.retrigger_joker then
if context.destroying_card:is_suit("Hearts") or context.destroying_card:is_suit("Diamonds") then
if pseudorandom(pseudoseed("cry_choco_blood")) < G.GAME.probabilities.normal / 3 then
context.destroying_card.will_shatter = true
G.E_MANAGER:add_event(Event({
func = function()
context.destroying_card:start_dissolve()
return true
end
}))
end
end
end
end
}
local choco6 = { --please take one
object_type = "Event",
key = "choco6",
calculate = function(self, context)
if context.pre_cash then
G.E_MANAGER:add_event(Event({
func = function()
local key = get_pack('cry_take_one').key
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}})
card:start_materialize()
pack_opened = true
return true
end
}))
end
if context.setting_blind then
pack_opened = nil
end
end
}
local choco7 = {
object_type = "Event",
key = "choco7",
start = function(self)
G.GAME.events[self.key] = true
for i = 1, 3 do
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_trick_or_treat")
card:add_to_deck()
G.jokers:emplace(card)
end
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_candy_basket")
card:add_to_deck()
G.jokers:emplace(card)
end,
calculate = function(self, context)
if context.start_shop then
local tag = Tag("tag_cry_rework")
if not tag.ability then
tag.ability = {}
end
tag.ability.rework_key = "j_cry_trick_or_treat"
tag.ability.rework_edition = "e_base"
add_tag(tag)
end
end
}
local choco8 = {
object_type = "Event",
key = "choco8",
calculate = function(self, context)
if context.cash_out then
for i = 1, G.GAME.current_round.hands_left do
local card = create_card("Joker", G.jokers, nil, "cry_candy", nil, nil, nil, "cry_choco8")
card:add_to_deck()
G.jokers:emplace(card)
end
end
end
}
local choco9 = {
object_type = "Event",
key = "choco9",
start = function(self)
G.GAME.events[self.key] = true
ease_dollars(10) --will already be X2 = 20
end,
}
local ed = ease_dollars
function ease_dollars(mod, instant)
if mod == 0 then return end
if G.GAME.events.ev_cry_choco9 and mod > 0 then
mod = mod * 2
end
return ed(mod, instant)
end
local choco10 = { --revered antique
object_type = "Event",
key = "choco10"
--everything here is lovely patches or hooks
}
local spy = {
object_type = "Joker",
key = "spy",
pos = { x = 0, y = 0 },
rarity = 1,
cost = 8,
atlas = "atlasspooky",
config = {x_mult = 0.5, extra = {secret_card = "", revealed = false}},
immutable = true,
source_gate = "sho",
order = 133,
no_dbl = true,
loc_vars = function(self, info_queue, center)
return { vars = { localize({ type = "name_text", set = "Joker", key = center.ability and center.ability.extra and center.ability.extra.secret_card }), center.ability.x_mult } }
end,
update = function(self, card, front)
if card.ability.extra.secret_card == "" then
secret_card = pseudorandom_element(G.P_CENTER_POOLS.Joker, pseudoseed("cry_spy" .. (card.area and card.area.config.collection and "_collection" or "")))
card.ability.extra.secret_card = secret_card.key
if not (card.area and card.area.config.collection) then
card.pos = secret_card.pos
card.config.center.rarity = secret_card.rarity
card.cost = secret_card.cost
card:set_sprites(G.P_CENTERS[card.ability.extra.secret_card])
card.children.center:set_sprite_pos(secret_card.pos)
end
end
if card.area and card.area.config.collection then
card.config.center.rarity = "cry_cursed"
end
end,
add_to_deck = function(self, card, from_debuff)
G.jokers.config.card_limit = G.jokers.config.card_limit + 1
card.ability.perishable = true
card.ability.perish_tally = G.GAME.perishable_rounds
card.config.center.rarity = "cry_cursed"
card:set_sprites(card.config.center)
card.ability.extra.revealed = true
end,
remove_from_deck = function(self, card, from_debuff)
G.jokers.config.card_limit = G.jokers.config.card_limit - 1
end,
calculate = function(self, card, context)
if context.cardarea == G.jokers and not context.before and not context.after then
return {
message = localize({ type = "variable", key = "a_xmult", vars = { card.ability.x_mult } }),
Xmult_mod = card.ability.x_mult,
colour = G.C.MULT,
}
end
end,
generate_ui = function(self, info_queue, card, desc_nodes, specific_vars, full_UI_table)
if card.ability.extra.revealed or (card.area and card.area.config.collection) then
if card.area and card.area.config.collection then
card:update(0.016)
end
local target = {
type = 'descriptions',
key = self.key,
set = self.set,
nodes = desc_nodes,
vars =
specific_vars or {}
}
local res = {}
if self.loc_vars and type(self.loc_vars) == 'function' then
res = self:loc_vars(info_queue, card) or {}
target.vars = res.vars or target.vars
target.key = res.key or target.key
target.set = res.set or target.set
end
if desc_nodes == full_UI_table.main and not full_UI_table.name then
full_UI_table.name = localize { type = 'name', set = target.set, key = target.key, nodes = full_UI_table.name }
elseif desc_nodes ~= full_UI_table.main and not desc_nodes.name then
desc_nodes.name = localize{type = 'name_text', key = target.key, set = target.set }
end
if specific_vars and specific_vars.debuffed and not res.replace_debuff then
target = { type = 'other', key = 'debuffed_' ..
(specific_vars.playing_card and 'playing_card' or 'default'), nodes = desc_nodes }
end
if res.main_start then
desc_nodes[#desc_nodes + 1] = res.main_start
end
localize(target)
if res.main_end then
desc_nodes[#desc_nodes + 1] = res.main_end
end
else
local secret_card = cry_deep_copy(G.P_CENTERS[card.ability.extra.secret_card])
secret_card.ability = secret_card.config
local target = {
type = 'descriptions',
key = secret_card.key,
set = secret_card.set,
nodes = desc_nodes,
vars =
specific_vars or {}
}
local res = {}
if secret_card.loc_vars and type(secret_card.loc_vars) == 'function' then
res = secret_card:loc_vars(info_queue, secret_card) or {}
target.vars = res.vars or target.vars
target.key = res.key or target.key
target.set = res.set or target.set
end
if desc_nodes == full_UI_table.main and not full_UI_table.name then
full_UI_table.name = localize { type = 'name', set = target.set, key = target.key, nodes = full_UI_table.name }
elseif desc_nodes ~= full_UI_table.main and not desc_nodes.name then
desc_nodes.name = localize{type = 'name_text', key = target.key, set = target.set }
end
if specific_vars and specific_vars.debuffed and not res.replace_debuff then
target = { type = 'other', key = 'debuffed_' ..
(specific_vars.playing_card and 'playing_card' or 'default'), nodes = desc_nodes }
end
if res.main_start then
desc_nodes[#desc_nodes + 1] = res.main_start
end
localize(target)
if res.main_end then
desc_nodes[#desc_nodes + 1] = res.main_end
end
end
end
}
local flickering = {
object_type = "Sticker",
atlas = "sticker",
pos = { x = 5, y = 4 }, --placeholder
key = "flickering",
badge_colour = HEX("747474"),
loc_vars = function(self, info_queue, card)
return { vars = { 5, card.ability.flick_tally } }
end,
apply = function(self, card, val)
if not card.ability.eternal or G.GAME.modifiers.cry_sticker_sheet then
card.ability[self.key] = val
if card.ability[self.key] then card.ability.flick_tally = 5 end
end
end,
calculate = function(self, card, context)
if card.ability.set == "Joker" then
if context.post_trigger and context.other_joker == card then
card.ability.flick_tally = card.ability.flick_tally - 1
if card.ability.flick_tally > 0 then
card_eval_status_text(
card, 'extra', nil, nil, nil,
{message = localize{type='variable',key='a_remaining',vars={card.ability.flick_tally}},
colour = G.C.FILTER,
delay = 0.45})
else
card.will_shatter = true
G.E_MANAGER:add_event(Event({
func = function()
card:start_dissolve()
return true
end
}))
end
end
elseif context.from_playing_card and not card.debuff and not context.repetition_only and context.ret then
context.ret.jokers = nil
if next(context.ret) ~= nil then
card.ability.flick_tally = card.ability.flick_tally - 1
if card.ability.flick_tally > 0 then
card_eval_status_text(
card, 'extra', nil, nil, nil,
{
message = localize{type='variable',key='a_remaining',vars={card.ability.flick_tally}},
colour = G.C.FILTER,
delay = 0.45
})
else
card.will_shatter = true
G.E_MANAGER:add_event(Event({
func = function()
card:start_dissolve()
return true
end
}))
end
end
end
end,
}
local trick_or_treat = {
object_type = "Joker",
key = "trick_or_treat",
pos = { x = 2, y = 1 },
rarity = 2,
cost = 5,
order = 134,
atlas = "atlasspooky",
blueprint_compat = true,
eternal_compat = false,
perishable_compat = false,
calculate = function(self, card, context)
if context.selling_self then
if pseudorandom(pseudoseed("cry_trick_or_treat")) < 3/4*G.GAME.probabilities.normal then
for i = 1, 2 do
local card = create_card("Joker", G.jokers, nil, "cry_candy", nil, nil, nil, "cry_trick_candy")
card:add_to_deck()
G.jokers:emplace(card)
end
else
local card = create_card("Joker", G.jokers, nil, "cry_cursed", nil, nil, nil, "cry_trick_curse")
card:add_to_deck()
G.jokers:emplace(card)
end
end
end,
loc_vars = function(self, info_queue, center)
return { vars = { 3 * G.GAME.probabilities.normal, 4 } }
end,
}
local candy_basket = {
object_type = "Joker",
key = "candy_basket",
pos = { x = 4, y = 0 },
rarity = 2,
cost = 6,
order = 135,
atlas = "atlasspooky",
blueprint_compat = false,
eternal_compat = false,
perishable_compat = false,
config = {extra = {candies = 0, candy_mod = 0.5, candy_boss_mod = 2}},
calculate = function(self, card, context)
if context.selling_self then
for i = 1, math.min(100, card.ability.extra.candies) do
local card = create_card("Joker", G.jokers, nil, "cry_candy", nil, nil, nil, "cry_candy_basket")
card:add_to_deck()
G.jokers:emplace(card)
end
end
if context.end_of_round and not context.individual and not context.repetition then
candy_pre = math.floor(card.ability.extra.candies)
card.ability.extra.candies = card.ability.extra.candies + card.ability.extra.candy_mod
if G.GAME.blind.boss then
card.ability.extra.candies = card.ability.extra.candies + card.ability.extra.candy_boss_mod
end
if math.floor(card.ability.extra.candies) > candy_pre then
card_eval_status_text(card, "extra", nil, nil, nil, { message = localize("k_upgrade_ex") })
end
end
end,
loc_vars = function(self, info_queue, center)
return { vars = { math.floor(center.ability.extra.candies), 2*center.ability.extra.candy_mod, center.ability.extra.candy_boss_mod} }
end,
}
local blacklist = {
object_type = "Joker",
key = "blacklist",
pos = { x = 2, y = 2 },
rarity = "cry_cursed",
cost = 0,
atlas = "atlasspooky",
order = 136,
config = {extra = {blacklist = {}}},
blueprint_compat = false,
eternal_compat = false,
perishable_compat = false,
no_dbl = true,
calculate = function(self, card, context)
if context.joker_main then
local blacklist = false
for i = 1, #G.play.cards do
if G.play.cards[i]:get_id() == card.ability.extra.blacklist.id then
blacklist = true
break
end
end
for i = 1, #G.hand.cards do
if G.hand.cards[i]:get_id() == card.ability.extra.blacklist.id then
blacklist = true
break
end
end
if blacklist then
hand_chips = to_big(0)
mult = to_big(0)
update_hand_text({ delay = 0 }, { mult = mult, chips = hand_chips })
return {
message = localize("k_nope_ex"),
colour = G.C.BLACK,
}
else
for i = 1, #G.discard.cards do
if G.discard.cards[i]:get_id() == card.ability.extra.blacklist.id then
blacklist = true
break
end
end
for i = 1, #G.deck.cards do
if G.deck.cards[i]:get_id() == card.ability.extra.blacklist.id then
blacklist = true
break
end
end
if not blacklist then
G.E_MANAGER:add_event(Event({
func = function()
card:start_dissolve()
return true
end
}))
end
end
end
end,
add_to_deck = function(self, card, from_debuff)
card.ability.extra.blacklist = pseudorandom_element(SMODS.Ranks, pseudoseed("cry_blacklist"..G.GAME.round_resets.ante))
end,
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.blacklist and center.ability.extra.blacklist.key or "Ace" } }
end,
}
local ghost = {
object_type = "Joker",
key = "ghost",
pos = { x = 3, y = 0 },
config = {extra = {possess_rate = 2, destroy_rate = 6}},
rarity = "cry_cursed",
cost = 0,
order = 137,
atlas = "atlasspooky",
blueprint_compat = false,
eternal_compat = false,
perishable_compat = false,
no_dbl = true,
calculate = function(self, card, context)
if context.end_of_round and not context.individual and not context.repetition and not context.blueprint and not context.retrigger_joker then
if pseudorandom(pseudoseed("cry_ghost_destroy")) < cry_prob(card.ability.cry_prob, card.ability.extra.destroy_rate, card.ability.cry_rigged)/card.ability.extra.destroy_rate then
G.E_MANAGER:add_event(Event({
func = function()
card:start_dissolve()
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].ability.cry_possessed then
if G.jokers.cards[i].ability.eternal then
G.jokers.cards[i].ability.cry_possessed = nil
else
G.jokers.cards[i]:start_dissolve()
end
end
end
return true
end
}))
return
end
--todo: let multiple ghosts possess multiple jokers
if pseudorandom(pseudoseed("cry_ghost_possess")) < cry_prob(card.ability.cry_prob, card.ability.extra.possess_rate, card.ability.cry_rigged)/card.ability.extra.possess_rate then
for i = 1, #G.jokers.cards do
G.jokers.cards[i].ability.cry_possessed = nil
end
local eligible_cards = {}
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].config.center.key ~= "j_cry_ghost" then
table.insert(eligible_cards, i)
end
end
if #eligible_cards ~= 0 then
G.jokers.cards[pseudorandom_element(eligible_cards,pseudoseed("cry_ghost_possess_choice"))].ability.cry_possessed = true
end
return
end
end
end,
loc_vars = function(self, info_queue, card)
info_queue[#info_queue + 1] = { set = "Other", key = "cry_possessed"}
return { vars = { cry_prob(card.ability.cry_prob, card.ability.extra.destroy_rate, card.ability.cry_rigged), card.ability.extra.possess_rate, card.ability.extra.destroy_rate } }
end,
}
local possessed = {
object_type = "Sticker",
atlas = "sticker",
pos = { x = 2, y = 2 }, --todo
key = "possessed",
no_sticker_sheet = true,
badge_colour = HEX("aaaaaa"),
}
local spookydeck = {
object_type = "Back",
key = "spooky",
config = { cry_spooky = true, cry_curse_rate = 0.25 },
pos = { x = 3, y = 1 },
order = 16,
atlas = "atlasspooky",
}
local candy_dagger = {
object_type = "Joker",
name = "cry-Candy Dagger",
key = "candy_dagger",
pos = { x = 4, y = 2 },
rarity = 2,
cost = 8,
order = 138,
atlas = "atlasspooky",
blueprint_compat = true,
calculate = function(self, card, context)
local my_pos = nil
for i = 1, #G.jokers.cards do
if G.jokers.cards[i] == card then
my_pos = i
break
end
end
if
context.setting_blind
and not (context.blueprint_card or self).getting_sliced
and my_pos
and G.jokers.cards[my_pos + 1]
and not G.jokers.cards[my_pos + 1].ability.eternal
and not G.jokers.cards[my_pos + 1].getting_sliced
then
local sliced_card = G.jokers.cards[my_pos + 1]
sliced_card.getting_sliced = true
if sliced_card.config.center.rarity == "cry_exotic" then
check_for_unlock({ type = "what_have_you_done" })
end
G.GAME.joker_buffer = G.GAME.joker_buffer - 1
G.E_MANAGER:add_event(Event({
func = function()
G.GAME.joker_buffer = 0
card:juice_up(0.8, 0.8)
sliced_card:start_dissolve({ HEX("57ecab") }, nil, 1.6)
play_sound("slice1", 0.96 + math.random() * 0.08)
return true
end,
}))
card_eval_status_text(
card,
"extra",
nil,
nil,
nil,
{
message = localize({
type = "variable",
key = "a_candy",
vars = { 1 },
}),
colour = G.C.RARITY["cry_candy"],
no_juice = true,
}
)
local card = create_card("Joker", G.jokers, nil, "cry_candy", nil, nil, nil, "cry_candy_dagger")
card:add_to_deck()
G.jokers:emplace(card)
return nil, true
end
end,
}
local candy_cane = {
object_type = "Joker",
key = "candy_cane",
pos = { x = 1, y = 1 },
rarity = "cry_candy",
config = { extra = { rounds = 11, dollars = 4 } },
cost = 10,
order = 139,
atlas = "atlasspooky",
blueprint_compat = true,
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.rounds, center.ability.extra.dollars } }
end,
calculate = function(self, card, context)
if context.individual and context.cardarea == G.play then
if not context.other_card.candy_caned then
context.other_card.candy_caned = true
G.E_MANAGER:add_event(Event({
func = function()
context.other_card.candy_caned = nil
return true
end
}))
else
ease_dollars(card.ability.extra.dollars)
end
end
if
context.end_of_round
and not context.blueprint
and not context.individual
and not context.repetition
and not context.retrigger_joker
then
card.ability.extra.rounds = card.ability.extra.rounds - 1
if card.ability.extra.rounds > 0 then
return {
message = { localize("cry_minus_round") },
colour = G.C.FILTER,
}
else
G.E_MANAGER:add_event(Event({
func = function()
play_sound("tarot1")
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.3,
blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true
end,
}))
return true
end,
}))
return {
message = localize("k_extinct_ex"),
colour = G.C.FILTER,
}
end
end
end,
}
local candy_buttons = {
object_type = "Joker",
key = "candy_buttons",
name = "cry-candybuttons",
pos = { x = 1, y = 2 },
order = 140,
rarity = "cry_candy",
config = { extra = { rerolls = 15 } },
cost = 10,
atlas = "atlasspooky",
blueprint_compat = true,
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.rerolls } }
end,
calculate = function(self, card, context)
if context.reroll_shop and not context.blueprint then
card.ability.extra.rerolls = card.ability.extra.rerolls - 1
if card.ability.extra.rerolls <= 0 then
G.E_MANAGER:add_event(Event({
func = function()
play_sound("tarot1")
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.3,
blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true
end,
}))
return true
end,
}))
return {
message = localize("k_extinct_ex"),
colour = G.C.FILTER,
}
end
return nil, true
end
end,
add_to_deck = function(self, card, from_debuff)
calculate_reroll_cost(true)
end,
remove_from_deck = function(self, card, from_debuff)
calculate_reroll_cost(true)
end,
}
local jawbreaker = {
object_type = "Joker",
key = "jawbreaker",
pos = { x = 3, y = 2 },
rarity = "cry_candy",
cost = 10,
order = 141,
atlas = "atlasspooky",
blueprint_compat = false,
calculate = function(self, card, context)
if context.end_of_round and not context.individual and not context.repetition and G.GAME.blind.boss and not context.blueprint_card and not context.retrigger_joker then
for i = 1, #G.jokers.cards do
if G.jokers.cards[i] == card then
if i > 1 then
if not Card.no(G.jokers.cards[i-1], "immune_to_chemach", true) and not Card.no(G.jokers.cards[i-1], "immutable", true) then
cry_with_deck_effects(G.jokers.cards[i-1], function(card)
cry_misprintize(card, { min = 2, max = 2 }, nil, true)
end)
end
end
if i < #G.jokers.cards then
if not Card.no(G.jokers.cards[i+1], "immune_to_chemach", true) and not Card.no(G.jokers.cards[i+1], "immutable", true) then
cry_with_deck_effects(G.jokers.cards[i+1], function(card)
cry_misprintize(card, { min = 2, max = 2 }, nil, true)
end)
end
end
end
end
G.E_MANAGER:add_event(Event({
func = function()
play_sound("tarot1")
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.3,
blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true
end,
}))
return true
end,
}))
return {
message = localize("k_extinct_ex"),
colour = G.C.FILTER,
}
end
end,
add_to_deck = function(self, card, from_debuff)
calculate_reroll_cost(true)
end,
remove_from_deck = function(self, card, from_debuff)
calculate_reroll_cost(true)
end,
}
local mellowcreme = {
object_type = "Joker",
key = "mellowcreme",
pos = { x = 0, y = 2 },
rarity = "cry_candy",
cost = 10,
order = 142,
atlas = "atlasspooky",
config = {extra = {sell_mult = 4}},
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.sell_mult } }
end,
blueprint_compat = true,
calculate = function(self, card, context)
if context.selling_self then
for k, v in ipairs(G.consumeables.cards) do
if v.set_cost then
v.ability.extra_value = (v.ability.extra_value or 0) + (math.max(1, math.floor(v.cost/2)) + (v.ability.extra_value or 0))*(card.ability.extra.sell_mult-1)
v:set_cost()
end
end
end
end,
}
local brittle = {
object_type = "Joker",
key = "brittle",
pos = { x = 5, y = 1 },
rarity = "cry_candy",
cost = 10,
atlas = "atlasspooky",
order = 143,
config = {extra = {rounds = 9}},
loc_vars = function(self, info_queue, center)
info_queue[#info_queue + 1] = G.P_CENTERS.m_stone
info_queue[#info_queue + 1] = G.P_CENTERS.m_gold
info_queue[#info_queue + 1] = G.P_CENTERS.m_steel
return { vars = { center.ability.extra.rounds } }
end,
blueprint_compat = true,
calculate = function(self, card, context)
if context.cardarea == G.jokers and context.before and not context.blueprint_card and not context.retrigger_joker then
local _card = context.scoring_hand[#context.scoring_hand]
if not _card.brittled then
card.ability.extra.rounds = card.ability.extra.rounds - 1
local enhancement = pseudorandom_element({"m_stone", "m_gold", "m_steel"}, pseudoseed("cry_brittle"))
_card.brittled = true
_card:set_ability(G.P_CENTERS[enhancement], nil, true)
G.E_MANAGER:add_event(Event({
func = function()
_card:juice_up()
_card.brittled = nil
return true
end
}))
if card.ability.extra.rounds > 0 then
return nil, true
else
G.E_MANAGER:add_event(Event({
func = function()
play_sound("tarot1")
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.3,
blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true
end,
}))
return true
end,
}))
return {
message = localize("k_extinct_ex"),
colour = G.C.FILTER,
}
end
end
end
end
}
local monopoly_money = {
object_type = "Joker",
key = "monopoly_money",
name = "cry-Monopoly",
pos = { x = 4, y = 1 },
config = {extra = {fail_rate = 4}},
order = 144,
rarity = "cry_cursed",
cost = 0,
atlas = "atlasspooky",
blueprint_compat = false,
eternal_compat = false,
perishable_compat = false,
no_dbl = true,
calculate = function(self, card, context)
if context.buying_card and not context.blueprint_card and not context.retrigger_joker and not (context.card == card) then
if pseudorandom(pseudoseed("cry_monopoly")) < cry_prob(card.ability.cry_prob, card.ability.extra.fail_rate, card.ability.cry_rigged)/card.ability.extra.fail_rate then
G.E_MANAGER:add_event(Event({
func = function()
context.card:start_dissolve()
card_eval_status_text(card, 'extra', nil, nil, nil, {
message = localize("k_nope_ex"),
colour = G.C.BLACK,
})
return true
end
}))
end
return nil, true
end
if context.selling_self and not context.blueprint_card and not context.retrigger_joker then
G.E_MANAGER:add_event(Event({
func = function()
ease_dollars(math.floor(-0.5*G.GAME.dollars))
return true
end
}))
return nil, true
end
end,
loc_vars = function(self, info_queue, card)
return { vars = { cry_prob(card.ability.cry_prob, card.ability.extra.fail_rate, card.ability.cry_rigged), card.ability.extra.fail_rate} }
end,
}
local candy_sticks = {
object_type = "Joker",
key = "candy_sticks",
name = "cry-Candy-Sticks",
pos = { x = 5, y = 2 },
order = 145,
config = {extra = { boss = {}, hands = 1, clockscore = 0}},
rarity = "cry_candy",
cost = 3,
atlas = "atlasspooky",
blueprint_compat = false,
eternal_compat = false,
no_dbl = true,
calculate = function(self, card, context)
if context.setting_blind and not self.getting_sliced and not context.blueprint and context.blind.boss then
card.ability.extra.boss = G.GAME.blind:save()
if G.GAME.blind.name == 'The Clock' then
card.ability.extra.clockscore = G.GAME.blind.chips
end
G.E_MANAGER:add_event(Event({func = function()
G.E_MANAGER:add_event(Event({func = function()
G.GAME.blind:disable()
play_sound('timpani')
delay(0.4)
return true end }))
card_eval_status_text(self, 'extra', nil, nil, nil, {message = localize('ph_boss_disabled')})
return true end }))
end
if context.after and G.GAME.blind:get_type() == 'Boss' then
card.ability.extra.hands = card.ability.extra.hands-1
end
if ((context.selling_self and G.GAME.blind and G.GAME.blind:get_type() == 'Boss') or card.ability.extra.hands <= 0) and G.GAME.blind.disabled then
G.GAME.blind:load(card.ability.extra.boss)
if not context.selling_self then
G.E_MANAGER:add_event(Event({
func = function()
play_sound('tarot1')
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.3, blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true; end}))
return true
end
}))
end
end
if context.end_of_round and G.GAME.blind:get_type() == 'Boss' then
G.E_MANAGER:add_event(Event({
func = function()
play_sound('tarot1')
card.T.r = -0.2
card:juice_up(0.3, 0.4)
card.states.drag.is = true
card.children.center.pinch.x = true
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.3, blockable = false,
func = function()
G.jokers:remove_card(card)
card:remove()
card = nil
return true; end}))
return true
end
}))
end
end,
loc_vars = function(self, info_queue, center)
return { vars = { center.ability.extra.hands} }
end,
cry_credits = {
idea = {
"Squiddy"
},
art = {
"lolxddj"
},
code = {
"Foegro"
}
},
}
items = {
cotton_candy,
wrapped,
choco_dice,
choco_base_event,
choco1,
choco2,
choco3,
potion,
choco4,
choco5,
choco6,
choco7,
choco8,
choco9,
choco10,
--spy,
flickering,
trick_or_treat,
candy_basket,
blacklist,
ghost,
possessed,
spookydeck,
candy_dagger,
candy_cane,
candy_buttons,
jawbreaker,
mellowcreme,
brittle,
monopoly_money,
candy_sticks,
}
return { name = "Spooky", init = function()
local sc = Card.set_cost
function Card:set_cost()
sc(self)
if self.config and self.config.center and self.config.center.rarity == "cry_cursed" then
self.sell_cost = 0
self.sell_cost_label = 0
end
end
--Really hacky patch to remove sell button for cursed jokers
local G_UIDEF_use_and_sell_buttons_ref = G.UIDEF.use_and_sell_buttons
function G.UIDEF.use_and_sell_buttons(card)
local m = G_UIDEF_use_and_sell_buttons_ref(card)
if card.area and card.area.config.type == 'joker' and card.config and card.config.center and card.config.center.rarity == "cry_cursed" and card.ability.name ~= "cry-Monopoly" then
table.remove(m.nodes[1].nodes, 1)
end
if card.config and card.config.center and card.config.center.key == "c_cry_potion" then
table.remove(m.nodes[1].nodes, 1)
end
return m
end
--track if rerolled
local gfrs = G.FUNCS.reroll_shop
G.FUNCS.reroll_shop = function(e)
local ret = gfrs(e)
G.GAME.current_round.rerolled = true
return ret
end
local gfcr = G.FUNCS.can_reroll
G.FUNCS.can_reroll = function(e)
if G.GAME.events.ev_cry_choco2 and G.GAME.current_round.rerolled then
e.config.colour = G.C.UI.BACKGROUND_INACTIVE
e.config.button = nil
return
end
return gfcr(e)
end
--candy gives $3
local catd = Card.add_to_deck
function Card:add_to_deck(debuff)
if not debuff and self.config.center.rarity == "cry_candy" then
if G.GAME.events.ev_cry_choco7 then
ease_dollars(3)
end
if G.GAME.events.ev_cry_choco8 then
local card = create_card(
"Joker",
G.jokers,
nil,
nil,
nil,
nil,
pseudorandom_element(Cryptid.food, pseudoseed("cry_candy_rain"))
)
card:add_to_deck()
G.jokers:emplace(card)
end
end
return catd(self, debuff)
end
--antique can only be bought as last item
local gfcb = G.FUNCS.can_buy
function G.FUNCS.can_buy(e)
if e.config.ref_table and e.config.ref_table.ability and e.config.ref_table.ability.cry_antique then
if not (#G.shop_jokers.cards == 0 and #G.shop_booster.cards == 0 and #G.shop_vouchers.cards == 1) then
e.config.colour = G.C.UI.BACKGROUND_INACTIVE
e.config.button = nil
return
end
end
return gfcb(e)
end
local Backapply_to_runRef = Back.apply_to_run
function Back.apply_to_run(self)
Backapply_to_runRef(self)
if self.effect.config.cry_spooky then
G.GAME.modifiers.cry_spooky = true
G.GAME.modifiers.cry_curse_rate = self.effect.config.cry_curse_rate or 0.25
G.E_MANAGER:add_event(Event({
func = function()
if G.jokers then
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_chocolate_dice")
card:add_to_deck()
card:start_materialize()
card:set_eternal(true)
G.jokers:emplace(card)
return true
end
end,
}))
end
end
end, items = items }