balatro-mods/Cryptid/items/code.lua

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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 = "c_cry_crash",
can_stack = true,
can_divide = true,
}
local code_digital_hallucinations_compat = {
colour = HEX("14b341"),
loc_key = "cry_plus_code",
create = function()
local ccard = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "diha")
ccard:set_edition({ negative = true }, true)
ccard:add_to_deck()
G.consumeables:emplace(ccard)
end,
}
-- Program Pack, 1/2
local pack1 = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Booster",
key = "code_normal_1",
kind = "Code",
atlas = "pack",
pos = { x = 0, y = 0 },
config = { extra = 2, choose = 1 },
cost = 4,
order = 805,
weight = 0.96,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_1")
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 and card.ability.choose or self.config.choose,
card and card.ability.extra or self.config.extra,
},
}
end,
group_key = "k_cry_program_pack",
cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Program Pack Alt, 1/2
local pack2 = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Booster",
key = "code_normal_2",
kind = "Code",
atlas = "pack",
pos = { x = 1, y = 0 },
config = { extra = 2, choose = 1 },
cost = 4,
order = 806,
weight = 0.96,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_2")
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 and card.ability.choose or self.config.choose,
card and card.ability.extra or self.config.extra,
},
}
end,
group_key = "k_cry_program_pack",
cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Jumbo Program Pack, 1/4
local packJ = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Booster",
key = "code_jumbo_1",
kind = "Code",
atlas = "pack",
pos = { x = 2, y = 0 },
config = { extra = 4, choose = 1 },
cost = 6,
order = 807,
weight = 0.48,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_j")
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 and card.ability.choose or self.config.choose,
card and card.ability.extra or self.config.extra,
},
}
end,
group_key = "k_cry_program_pack",
cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Mega Program Pack, 2/4
local packM = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Booster",
key = "code_mega_1",
kind = "Code",
atlas = "pack",
pos = { x = 3, y = 0 },
config = { extra = 4, choose = 2 },
cost = 8,
order = 808,
weight = 0.12,
create_card = function(self, card)
return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_m")
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 and card.ability.choose or self.config.choose,
card and card.ability.extra or self.config.extra,
},
}
end,
group_key = "k_cry_program_pack",
cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Console Tag
-- Gives a free Program Pack
local console = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"p_cry_code_normal_1",
"set_cry_code",
},
},
object_type = "Tag",
atlas = "tag_cry",
name = "cry-Console Tag",
order = 609,
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_1"
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 = Cryptid.poll_random_edition()
card:set_edition(edition, true, true)
end
card:start_materialize()
return true
end)
tag.triggered = true
return true
end
end,
}
-- ://Crash
-- 1/6 to ACE, otherwise crash; determined by run seed rather than current seed
local crash = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Crash",
key = "crash",
pos = { x = 7, y = 0 },
no_collection = true,
cost = 4,
atlas = "atlasnotjokers",
order = 400,
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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
init = function(self)
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
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
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.",
not Cryptid_config.family_mode and "Why don't you buy more jonkers? Are you stupid?" or "Oops.",
not Cryptid_config.family_mode and "Peter? What are you doing? Cards. WHAT THE FUCK?" or "Oops.",
not Cryptid_config.family_mode
and "what if instead of rush hour it was called kush hour and you just smoked a massive blunt"
or "Oops.",
not Cryptid_config.family_mode and "you are an idiot" or "Oops.",
not Cryptid_config.family_mode and "fuck you" or "Oops.",
not Cryptid_config.family_mode and "Nah fuck off" or "Oops.",
"Your cards have been TOASTED, extra crispy for your pleasure.",
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA",
"What we have here is a certified whoopsidaisy",
"lmao",
"How about a game of YOU MUST DIE?",
"Sorry, I was in the bathroom. What'd I mi'Where'd... Where is everyone?",
"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 do not recognise the cards in the deck.",
":( Your P",
"Assertion failed",
"Play ULTRAKILL",
"Play Nova Drift",
"Play Balatro- wait",
"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]",
"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",
"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.",
"Demitrigger!",
"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()
G.GAME.accel = G.GAME.accel or 1.1
for i = 1, G.GAME.accel do
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)
end
G.GAME.accel = G.GAME.accel ^ (1.005 + G.GAME.accel / 20000)
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,
}
end,
}
-- ://Keygen,
-- Create a Perishable Banana voucher, destroy the previous Keygen voucher if exists
local keygen = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"SMG9000",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Keygen",
key = "keygen",
pos = { x = 12, y = 5 },
cost = 4,
atlas = "atlasnotjokers",
order = 401,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
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
for i = 1, #G.vouchers.cards do
if G.vouchers.cards[i].ability.keygen then
local unredeemed_voucher = G.vouchers.cards[i]
local card = copy_card(unredeemed_voucher)
card.ability.extra = copy_table(unredeemed_voucher.ability.extra)
if card.facing == "back" then
card:flip()
end
card:start_materialize()
area:emplace(card)
card.cost = 0
card.shop_voucher = false
local current_round_voucher = G.GAME.current_round.voucher
card:unredeem()
G.GAME.current_round.voucher = current_round_voucher
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0,
func = function()
card:start_dissolve()
unredeemed_voucher:start_dissolve()
return true
end,
}))
end
end
local _pool = get_current_pool("Voucher", nil, nil, nil, true)
local center = pseudorandom_element(_pool, pseudoseed("cry_keygen_redeem"))
local it = 1
while center == "UNAVAILABLE" do
it = it + 1
center = pseudorandom_element(_pool, pseudoseed("cry_keygen_redeem_resample" .. it))
end
local card = create_card("Voucher", area, nil, nil, nil, nil, center)
card:start_materialize()
area:emplace(card)
card:set_perishable(true)
card.ability.perishable = true
card.ability.banana = true
card.ability.keygen = true
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,
}))
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Payload
-- Triple interest gained on next cash out, stacks exponentially (multiplicative on modest)
local payload = {
cry_credits = {
idea = {
"Mjiojio",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Payload",
key = "payload",
pos = { x = 8, y = 0 },
config = { interest_mult = 3 },
loc_vars = function(self, info_queue, card)
if not card then
return { vars = { self.config.interest_mult } }
end
return { vars = { card.ability.interest_mult } }
end,
cost = 4,
atlas = "atlasnotjokers",
order = 402,
can_use = function(self, card)
return true
end,
can_bulk_use = true,
use = function(self, card, area, copier)
G.GAME.cry_payload = to_big((G.GAME.cry_payload or 1)) * to_big(card.ability.interest_mult)
end,
bulk_use = function(self, card, area, copier, number)
G.GAME.cry_payload = to_big((G.GAME.cry_payload or 1)) * to_big(card.ability.interest_mult) ^ to_big(number)
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Exploit
-- Choose a hand, next hand is forced to that hand regardless of cards played, +1 asc power for that hand, multi-use 2
local exploit = {
cry_credits = {
idea = {
"Mjiojio",
},
art = {
"HexaCryonic",
},
code = {
"Toneblock",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "exploit",
name = "cry-Exploit",
atlas = "atlasnotjokers",
pos = { x = 8, y = 3 },
cost = 4,
order = 403,
config = { cry_multiuse = 2, extra = { enteredhand = "" } }, -- i don't think this ever uses config...?
loc_vars = function(self, info_queue, card)
if G.STAGE == G.STAGES.RUN and Cryptid.enabled("set_cry_poker_hand_stuff") == true then
local modest = Cryptid.gameset(G.P_CENTERS.c_cry_sunplanet) == "modest"
local current_power = Cryptid.safe_get(G, "GAME", "current_round", "current_hand", "cry_asc_num")
or Cryptid.calculate_ascension_power(
nil,
nil,
nil,
G.GAME.used_vouchers.v_cry_hyperspacetether,
G.GAME.bonus_asc_power
)
local multiplier = modest and 1 + ((0.25 + G.GAME.sunnumber.modest) * current_power)
or (1.25 + G.GAME.sunnumber.not_modest) ^ current_power
info_queue[#info_queue + 1] = {
key = "asc_misc" .. (modest and 2 or ""),
set = "Other",
specific_vars = {
current_power,
multiplier,
modest and (G.GAME.sunnumber.modest + 0.25) or (G.GAME.sunnumber.not_modest + 1.25),
},
}
end
return { vars = { Cryptid.safe_get(card, "ability", "cry_multiuse") or self.config.cry_multiuse } }
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
-- Un-use the card (re-use code is in lib/misc.lua)
if not card.ability.cry_multiuse or to_big(card.ability.cry_multiuse) <= to_big(1) then
G.GAME.CODE_DESTROY_CARD = copy_card(card)
G.consumeables:emplace(G.GAME.CODE_DESTROY_CARD)
G.GAME.CODE_DESTROY_CARD.ability.cry_multiuse = nil
end
if card.ability.cry_multiuse then
card.ability.cry_multiuse = card.ability.cry_multiuse + 1
end
G.GAME.USING_CODE = true
G.GAME.USING_EXPLOIT = true
G.GAME.ACTIVE_CODE_CARD = G.GAME.CODE_DESTROY_CARD or card
G.FUNCS.overlay_menu({ definition = G.UIDEF.exploit_menu() })
end,
}
-- ://Malware
-- Apply Glitched edition to held in hand cards
local malware = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"HexaCryonic",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Malware",
key = "malware",
pos = { x = 8, y = 1 },
config = {},
cost = 4,
atlas = "atlasnotjokers",
order = 404,
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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://NPERROR
-- Add last played hand back to your hand, multi-use 2
local crynperror = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Nova",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-NPERROR",
key = "nperror",
pos = { x = 10, y = 5 },
cost = 4,
atlas = "atlasnotjokers",
order = 405,
config = { cry_multiuse = 2 },
can_use = function(self, card)
return G.GAME.last_hand_played_cards and (Cryptid.safe_get(G.GAME, "blind", "in_blind")) -- TODO: work in boosters
end,
use = function(self, card, area, copier)
for i = 1, #G.GAME.last_hand_played_cards do
for _, v in pairs(G.discard.cards) do
if v.sort_id == G.GAME.last_hand_played_cards[i] then
if v.facing == "back" then
v:flip()
end
draw_card(G.discard, G.hand, i * 100 / 5, "up", nil, v)
end
end
for _, v in pairs(G.deck.cards) do
if v.sort_id == G.GAME.last_hand_played_cards[i] then
if v.facing == "back" then
v:flip()
end
draw_card(G.deck, G.hand, i * 100 / 5, "up", nil, v)
end
end
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Rework
-- Destroy a selected joker, create a Rework Tag of that joker with an upgraded edition via collection
local rework = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "rework",
name = "cry-Rework",
atlas = "atlasnotjokers",
order = 406,
pos = { x = 10, 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]", "n" } }
return { vars = {} }
end,
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
return card.ability.set == "Joker"
end)
return #cards == 1
and not SMODS.is_eternal(cards[1])
and cards[1].ability.name
~= ("cry-meteor" or "cry-exoplanet" or "cry-stardust" or "cry_cursed" or ("Diet Cola" or Card.get_gameset(
card
) == "madness"))
end,
use = function(self, card, area, copier)
local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
return card.ability.set == "Joker"
end)
local jkr = cards[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
if jkr.config.center.key == "c_base" then
jkr.config.center.key = "j_scholar"
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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Rework Tag
-- Upgraded edition refers to the next edition along in the collection; base -> foil -> holo -> poly -> negative -> etc
local rework_tag = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"c_cry_rework",
},
},
object_type = "Tag",
atlas = "tag_cry",
name = "cry-Rework Tag",
order = 610,
pos = { x = 0, y = 3 },
config = { type = "store_joker_create" },
key = "rework",
ability = { rework_edition = nil, rework_key = nil },
loc_vars = function(self, info_queue, tag)
local function p(w)
r = ""
local vowels = { "a", "e", "i", "o", "u" }
for i, v in ipairs(vowels) do
if string.sub(string.lower(w), 1, 1) == v then
r = "n"
break
end
end
return r
end
local ed = Cryptid.safe_get(tag, "ability", "rework_edition")
and localize({ type = "name_text", set = "Edition", key = tag.ability.rework_edition })
or "[" .. string.lower(localize("k_edition")) .. "]"
return {
vars = {
ed,
Cryptid.safe_get(tag, "ability", "rework_key")
and localize({ type = "name_text", set = "Joker", key = tag.ability.rework_key })
or "[" .. string.lower(localize("k_joker")) .. "]",
string.sub(ed, 1, 1) ~= "[" and p(ed) or "n",
},
}
end,
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,
}
-- ://Merge
-- Merges a selected consumable and playing card, destroying the consumable and turning the playing card into a CCD of that consumable
local merge = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "merge",
name = "cry-Merge",
atlas = "atlasnotjokers",
pos = { x = 7, y = 2 },
cost = 4,
order = 407,
can_use = function(self, card)
local hand = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
local consumeables = Cryptid.get_highlighted_cards({ G.consumeables }, card, 1, 1, function(card)
return card.ability.consumeable
end)
if
#hand ~= 1
or #consumeables ~= 1
or SMODS.is_eternal(consumeables[1])
or consumeables[1].ability.set == "Unique"
then
return false
end
return true
end,
use = function(self, card, area, copier)
local hand = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
local consumeables = Cryptid.get_highlighted_cards({ G.consumeables }, card, 1, 1, function(card)
return card.ability.consumeable
end)
if #hand == 1 and #consumeables == 1 then
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 })
local key = consumeables[1].config.center.key
local c = consumeables[1]
local CARD = hand[1]
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
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Commit
-- Destroys a selected joker and creates a different joker of the same rarity
local commit = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "commit",
name = "cry-Commit",
atlas = "atlasnotjokers",
pos = { x = 8, y = 2 },
cost = 4,
order = 408,
can_use = function(self, card)
local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
return card.ability.set == "Joker" and not card.getting_sliced
end)
return #jokers == 1
and not SMODS.is_eternal(jokers[1])
and not (type(jokers[1].config.center.rarity) == "number" and jokers[1].config.center.rarity >= 5)
end,
use = function(self, card, area, copier)
local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
return card.ability.set == "Joker" and not card.getting_sliced
end)
local deleted_joker_key = jokers[1].config.center.key
local rarity = jokers[1].config.center.rarity
jokers[1].getting_sliced = true
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()
jokers[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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://MACHINECODE
-- Creates a random Glitched consumable
local machinecode = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Machine Code",
key = "machinecode",
pos = { x = 7, y = 3 },
cost = 3,
atlas = "atlasnotjokers",
order = 409,
can_use = function(self, card)
return true
end,
can_bulk_use = true,
loc_vars = function(self, info_queue, center)
return {
main_start = {
Cryptid.randomchar(codechars6),
Cryptid.randomchar(codechars6),
Cryptid.randomchar(codechars6),
Cryptid.randomchar(codechars6),
Cryptid.randomchar(codechars6),
Cryptid.randomchar(codechars6),
},
}
end,
use = function(self, card, area, copier)
local card = create_card(
"Consumeables",
G.consumeables,
nil,
nil,
nil,
nil,
Cryptid.random_consumable("cry_machinecode", nil, "c_cry_machinecode").key,
c_cry_machinecode
)
card:set_edition({ cry_glitched = true })
card:add_to_deck()
G.consumeables:emplace(card)
end,
bulk_use = function(self, card, area, copier, number)
local a = {}
local b
for i = 1, number do
b = Cryptid.random_consumable("cry_machinecode", nil, "c_cry_machinecode")
a[b] = (a[b] or 0) + 1
end
for k, v in pairs(a) do
local card = create_card("Consumeables", G.consumeables, nil, nil, nil, nil, k.key)
card:set_edition({ cry_glitched = true })
card:add_to_deck()
if card.setQty then
card:setQty(v)
end
G.consumeables:emplace(card)
end
G.E_MANAGER:add_event(Event({
trigger = "after",
func = function()
a = nil
return true
end,
}))
end,
init = function(self)
--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 Cryptid.randomchar(arr)
return {
n = G.UIT.O,
config = {
object = DynaText({
string = arr,
pop_in_rate = 9999999,
silent = true,
random_element = true,
pop_delay = 0.1,
scale = 0.4,
min_cycle_time = 0,
}),
},
}
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Spaghetti
-- Creates a random Glitched food joker
local spaghetti = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "spaghetti",
name = "cry-Spaghetti",
atlas = "atlasnotjokers",
order = 410,
pos = { x = 12, 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("Food", G.jokers, nil, nil, nil, nil, nil, "cry_spaghetti")
card:set_edition({
cry_glitched = true,
})
card:add_to_deck()
G.jokers:emplace(card)
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Seed
-- Gives any card Rigged
-- (TODO: make it work when used in shop)
local seed = {
cry_credits = {
idea = {
"Mjiojio",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Seed",
key = "seed",
pos = { x = 10, y = 1 },
cost = 4,
atlas = "atlasnotjokers",
order = 411,
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.jokers, G.hand, G.consumeables, G.pack_cards }, card, 1, 1)
--the card itself and one other card
return #cards == 1
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)
local cards = Cryptid.get_highlighted_cards({ G.jokers, G.hand, G.consumeables, G.pack_cards }, card, 1, 1)
if cards[1] then
cards[1].ability.cry_rigged = true
if cards[1].config.center.key == "j_cry_googol_play" then
check_for_unlock({ type = "googol_play_rigged" })
end
end
if cards[1].area == G.hand then
G.E_MANAGER:add_event(Event({
trigger = "after",
func = function()
G.hand:unhighlight_all()
return true
end,
}))
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Rigged sticker, guarantees listed odds (most of the time)
local rigged = {
dependencies = {
items = {
"c_cry_seed",
"set_cry_code",
},
},
object_type = "Sticker",
atlas = "sticker",
pos = { x = 6, y = 1 },
key = "cry_rigged",
no_sticker_sheet = true,
prefix_config = { key = false },
badge_colour = HEX("14b341"),
order = 605,
draw = function(self, card) --don't draw shine
local notilt = nil
if card.area and card.area.config.type == "deck" then
notilt = true
end
if not G.shared_stickers["cry_rigged2"] then
G.shared_stickers["cry_rigged2"] =
Sprite(0, 0, G.CARD_W, G.CARD_H, G.ASSET_ATLAS["cry_sticker"], { x = 5, y = 1 })
end -- no matter how late i init this, it's always late, so i'm doing it in the damn draw function
G.shared_stickers[self.key].role.draw_major = card
G.shared_stickers["cry_rigged2"].role.draw_major = card
G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, notilt, card.children.center)
card.hover_tilt = card.hover_tilt / 2 -- call it spaghetti, but it's what hologram does so...
G.shared_stickers["cry_rigged2"]:draw_shader("dissolve", nil, nil, notilt, card.children.center)
G.shared_stickers["cry_rigged2"]:draw_shader(
"hologram",
nil,
card.ARGS.send_to_shader,
notilt,
card.children.center
) -- this doesn't really do much tbh, but the slight effect is nice
card.hover_tilt = card.hover_tilt * 2
end,
}
-- ://Patch
-- Removes all visible debuffs, flips cards face up
local patch = {
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "patch",
name = "cry-patch",
atlas = "atlasnotjokers",
order = 412,
config = {},
pos = { x = 8, y = 4 },
cost = 4,
can_bulk_use = true,
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
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
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
play_sound("card1", percent)
CARD:juice_up(0.3, 0.3)
return true
end,
}))
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Update, TBD, missing art
local cryupdate = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"Gemstonez",
},
code = {
"Nova",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Update",
key = "cryupdate",
pos = { x = 6, y = 4 },
cost = 4,
atlas = "atlasnotjokers",
order = 413,
can_use = function(self, card)
return false
end,
-- use = function(self, card, area, copier)
-- end,
-- bulk_use = function(self, card, area, copier, number)
-- end,
} -- UNIMPLEMENTED
-- Hook://
-- Applies Hooked to two jokers
local hook = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Nova",
},
},
gameset_config = {
modest = { disabled = true },
mainline = { disabled = false },
madness = { disabled = false },
experimental = { disabled = false },
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Hook",
key = "hook",
pos = { x = 7, y = 4 },
config = {},
cost = 4,
atlas = "atlasnotjokers",
order = 414,
can_use = function(self, card)
local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 2, 2)
return #jokers == 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)
local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 2, 2)
local card1 = jokers[1]
local card2 = jokers[2]
if card1 and card2 then
if card1.ability.cry_hooked then
for _, v in ipairs(G.jokers.cards) do
if v.sort_id == card1.ability.cry_hook_id then
v.ability.cry_hooked = false
end
end
end
if card2.ability.cry_hooked then
for _, v in ipairs(G.jokers.cards) do
if v.sort_id == card2.ability.cry_hook_id then
v.ability.cry_hooked = false
end
end
end
card1.ability.cry_hooked = true
card2.ability.cry_hooked = true
card1.ability.cry_hook_id = card2.sort_id
card2.ability.cry_hook_id = card1.sort_id
end
end,
init = function(self)
local Cardstart_dissolveRef = Card.start_dissolve
function Card:start_dissolve(dissolve_colours, silent, dissolve_time_fac, no_juice)
if G.jokers then
for i = 1, #G.jokers.cards do
if
(G.jokers.cards[i].ability.cry_hook_id == self.sort_id)
or (G.jokers.cards[i].sort_id == self.ability.cry_hook_id)
then
G.jokers.cards[i].ability.cry_hooked = false
G.jokers.cards[i].ability.cry_hook_id = nil
end
end
end
Cardstart_dissolveRef(self, dissolve_colours, silent, dissolve_time_fac, no_juice)
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Hooked Sticker
-- When a joker is naturally triggered, Force-Trigger the hooked joker
local hooked = {
dependencies = {
items = {
"set_cry_code",
"c_cry_hook",
},
},
object_type = "Sticker",
atlas = "sticker",
pos = { x = 5, y = 3 },
no_edeck = true,
order = 606,
loc_vars = function(self, info_queue, card)
local var
if not card or not card.ability.cry_hook_id then
var = "[" .. localize("k_joker") .. "]"
else
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].sort_id == card.ability.cry_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.ability.cry_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,
calculate = function(self, card, context)
if
context.other_card == card
and context.post_trigger
and not context.forcetrigger
and not context.other_context.forcetrigger
and not context.other_context.mod_probability
and not context.other_context.fixed_probability
then
for i = 1, #G.jokers.cards do
if G.jokers.cards[i].sort_id == card.ability.cry_hook_id then
local results = Cryptid.forcetrigger(G.jokers.cards[i], context)
if results and results.jokers then
return results.jokers
end
end
end
end
end,
}
-- ://Off By One
-- The next opened booster pack has +1/+1 slots/selections
local oboe = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "oboe",
name = "cry-oboe",
atlas = "atlasnotjokers",
order = 415,
config = { extra = { choices = 1 } },
pos = { x = 9, y = 3 },
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
if not card then
return { vars = { math.floor(self.config.extra.choices), (Cryptid.safe_get(G.GAME, "cry_oboe") or 0) } }
end
return { vars = { math.floor(card.ability.extra.choices), (Cryptid.safe_get(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 + math.floor(card.ability.extra.choices)
end,
bulk_use = function(self, card, area, copier, number)
G.GAME.cry_oboe = G.GAME.cry_oboe + (math.floor(card.ability.extra.choices) * number)
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Assemble
-- Add the number of jokers to selected hand's +mult
local assemble = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Nova",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Assemble",
key = "assemble",
pos = { x = 11, y = 5 },
cost = 4,
atlas = "atlasnotjokers",
order = 416,
can_use = function(self, card)
local aaa = 0
if Cryptid.enabled("set_cry_poker_hand_stuff") == true and G.PROFILES[G.SETTINGS.profile].cry_none then
aaa = -1
end
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, aaa + 1, 999)
return (#cards > aaa and #G.jokers.cards > 1)
end,
use = function(self, card, area, copier)
local upgrade_hand
local num = 0
if G.PROFILES[G.SETTINGS.profile].cry_none then
num = -1
end
local hand = Cryptid.get_highlighted_cards({ G.hand }, card, num + 1, G.hand.config.highlighted_limit)
if #hand > num and not G.cry_force_use then
upgrade_hand = G.GAME.hands[G.FUNCS.get_poker_hand_info(hand)]
else
G.E_MANAGER:add_event(Event({
trigger = "after",
func = function()
local text = G.FUNCS.get_poker_hand_info(G.play.cards)
upgrade_hand = G.GAME.hands[text]
or (G.PROFILES[G.SETTINGS.profile].cry_none and G.GAME.hands["cry_None"])
upgrade_hand.mult = upgrade_hand.mult + #G.jokers.cards
return true
end,
}))
end
if upgrade_hand then
upgrade_hand.mult = upgrade_hand.mult + #G.jokers.cards
G.hand:unhighlight_all()
end
end,
bulk_use = function(self, card, area, copier, number)
local upgrade_hand
local num = 0
if G.PROFILES[G.SETTINGS.profile].cry_none then
num = -1
end
if #G.hand.highlighted > num then
upgrade_hand = G.GAME.hands[G.FUNCS.get_poker_hand_info(G.hand.highlighted)]
elseif #G.play.cards > num then
upgrade_hand = G.GAME.hands[G.FUNCS.get_poker_hand_info(G.play.cards)]
end
if upgrade_hand then
upgrade_hand.mult = upgrade_hand.mult + #G.jokers.cards * number
G.hand:unhighlight_all()
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Instantiate
-- Draw 2 cards; one with selected card's rank and the other with selected card's suit (if possible)
local inst = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Foegro",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "inst",
name = "cry-Inst",
atlas = "atlasnotjokers",
order = 417,
pos = { x = 10, y = 4 },
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
return {}
end,
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
return #cards == 1
end,
use = function(self, card, area, copier)
local same = 0
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
for i = 1, #G.deck.cards do
if G.deck.cards[i].base.value == cards[1].base.value then
same = i
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 == cards[1].base.suit and i ~= same 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 j = 1, number do
local same = 0
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
for i = 1, #G.deck.cards do
if G.deck.cards[i].base.value == cards[1].base.value then
same = i
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 == cards[1].base.suit and i ~= same then
draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i])
break
end
end
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Revert
-- Loads the game state from the end of the last boss blind, at cash out
local revert = {
cry_credits = {
idea = {
"Mjiojio",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Revert",
key = "revert",
pos = { x = 10, y = 0 },
config = {},
cost = 4,
atlas = "atlasnotjokers",
order = 418,
can_use = function(self, card)
return G.GAME.cry_revert
end,
use = function(self, card, area, copier)
if not G.GAME.cry_revert then
return
end
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,
init = function(self)
local sr = save_run
function save_run()
--Sneaking this here but hopefully fixes pointer UI crashes
if G.GAME.USING_CODE then
return
end
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
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Function://
-- Saves the last 3 consumables used on first use, every use thereafter creates a copy of all 3 of those
local cryfunction = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Nova",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Function",
key = "cryfunction",
atlas = "atlasnotjokers",
pos = { x = 11, y = 0 },
cost = 4,
order = 419,
loc_vars = function(self, info_queue, card)
lclze = function(index)
local func_card = (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[index]
if not func_card then
return "None"
end
for _, group in pairs(G.localization.descriptions) do
if _ ~= "Back" then
for key, card in pairs(group) do
if key == func_card then
return card.name
end
end
end
end
return "None"
end
info_queue[#info_queue + 1] = {
key = "cry_function_sticker_desc",
set = "Other",
vars = {
lclze(1),
lclze(2),
lclze(3),
},
}
end,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
if #G.consumeables.cards < G.consumeables.config.card_limit then
if not G.GAME.cry_function_cards and #G.GAME.cry_last_used_consumeables == 0 then
G.E_MANAGER:add_event(Event({
func = function()
local new_card = create_card(
"Code",
G.consumeables,
nil,
nil,
nil,
nil,
"c_cry_cryfunction",
"cry_cryfunction"
)
new_card:add_to_deck()
G.consumeables:emplace(new_card)
G.GAME.consumeable_buffer = 0
return true
end,
}))
elseif not G.GAME.cry_function_cards then
G.GAME.cry_function_cards = {}
for i = 1, #G.GAME.cry_function_stupid_workaround do
G.GAME.cry_function_cards[i] = G.GAME.cry_function_stupid_workaround[i]
end
else
G.E_MANAGER:add_event(Event({
func = function()
local new_card = create_card(
"Consumeables",
G.consumeables,
nil,
nil,
nil,
nil,
G.GAME.cry_function_cards[1],
"cry_cryfunction"
)
new_card:add_to_deck()
new_card.ability.cry_function_sticker = true
new_card.ability.cry_function_counter = 1
G.consumeables:emplace(new_card)
G.GAME.consumeable_buffer = 0
return true
end,
}))
end
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Function:// Sticker
-- When used, creates the next saved Function:// card
local function_sticker = {
dependencies = {
items = {
"set_cry_code",
"c_cry_cryfunction",
},
},
object_type = "Sticker",
atlas = "sticker",
pos = { x = 3, y = 5 },
config = {},
key = "cry_function_sticker",
no_sticker_sheet = true,
prefix_config = { key = false },
badge_colour = HEX("14b341"),
order = 607,
draw = function(self, card) --don't draw shine
G.shared_stickers["cry_function_sticker"].role.draw_major = card
G.shared_stickers["cry_function_sticker"]:draw_shader("dissolve", nil, nil, nil, card.children.center)
end,
-- loc_vars = function(self, info_queue, card)
-- info_queue[#info_queue + 1] = {
-- key = "cry_function_sticker_desc",
-- set = "Other",
-- vars = {
-- (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[1],
-- (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[2],
-- (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[3],
-- },
-- }
-- end,
loc_vars = function(self, info_queue, card)
lclze = function(index)
local func_card = (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[index]
if not func_card then
return "None"
end
for _, group in pairs(G.localization.descriptions) do
if _ ~= "Back" then
for key, card in pairs(group) do
if key == func_card then
return card.name
end
end
end
end
return "None"
end
return {
key = "cry_function_sticker",
set = "Other",
vars = {
lclze(1),
lclze(2),
lclze(3),
},
}
end,
}
-- ://Run
-- visit a shop mid-blind
local run = {
cry_credits = {
idea = {
"Mjiojio",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Run",
key = "run",
pos = { x = 12, y = 0 },
cost = 3,
atlas = "atlasnotjokers",
order = 420,
can_use = function(self, card)
return Cryptid.safe_get(G.GAME, "blind", "in_blind") and not G.GAME.USING_RUN
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
G.GAME.current_round.used_packs = {}
return true
end,
}))
end,
init = function(self)
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.GAME.current_round.used_packs = {}
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
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Declare
-- Create a new Poker hand from selected cards
local declare = {
cry_credits = {
idea = {
"Ronnec",
"cassknows",
},
art = {
"lord.ruby",
},
code = {
"lord.ruby",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Declare",
key = "declare",
pos = { x = 6, y = 4 },
cost = 4,
atlas = "atlasnotjokers",
order = 420.5,
loc_vars = function(self, q, card)
return {
vars = {
localize(
({
"Straight",
"Flush",
"Full House",
"Full House",
})[(G.GAME.DECLARE_USED or 0) + 1],
"poker_hands"
),
number_format(3 - (G.GAME.DECLARE_USED or 0)),
},
}
end,
can_use = function(self, card)
G.GAME.DECLARE_USED = G.GAME.DECLARE_USED or 0
return (G.GAME.DECLARE_USED or 0) < 3
end,
use = function(self, card, area, copier)
G.GAME.USING_CODE = true
G.GAME.USING_DECLARE = true
G.ENTERED_CARD = ""
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_declare(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,
init = function()
function create_UIBox_declare(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_hand"),
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 = "declare_apply",
label = { localize("cry_code_with_suits") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SET.Code,
button = "declare_apply_suitless",
label = { localize("cry_code_without_suits") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.RED,
button = "declare_cancel",
label = { localize("cry_code_cancel") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
G.FUNCS.declare_cancel = function()
if G.CHOOSE_CARD then
G.CHOOSE_CARD:remove()
end
G.GAME.USING_CODE = false
G.GAME.USING_DECLARE = false
end
G.FUNCS.declare_apply = function()
G.GAME.hands["cry_Declare" .. tostring(G.GAME.DECLARE_USED or 0)] =
Cryptid.create_declare_hand(G.hand.highlighted, G.ENTERED_CARD)
G.GAME.DECLARE_USED = (G.GAME.DECLARE_USED or 0) + 1
G.FUNCS.declare_cancel()
end
G.FUNCS.declare_apply_suitless = function()
G.GAME.hands["cry_Declare" .. tostring(G.GAME.DECLARE_USED or 0)] =
Cryptid.create_declare_hand(G.hand.highlighted, G.ENTERED_CARD, true)
G.GAME.DECLARE_USED = (G.GAME.DECLARE_USED or 0) + 1
G.FUNCS.declare_cancel()
end
Cryptid.create_declare_hand = function(cards, name, suitless)
if G.ENTERED_CARD == "" then
G.ENTERED_CARD = "cry_Declare" .. tostring(G.GAME.DECLARE_USED or 0)
end
local complexity = #cards
local ranks = {}
local suits = {}
for i, v in pairs(cards) do
if not ranks[v.base.value] then
ranks[v.base.value] = true
end
end
for i, v in pairs(cards) do
if not suits[v.base.suit] and not suitless then
suits[v.base.suit] = true
end
end
local s = #suits - 1
local r = #ranks - 1
local mult = math.floor((complexity / 1.41428) ^ 2.25 + s + r)
if mult < 1 then
mult = 1
end
local chips = math.floor(mult * 9.55)
local l_chips = chips * 0.25
local l_mult = mult * 0.25
local declare_cards = {}
for i, v in pairs(cards) do
local card = {
rank = v:get_id() > 0 and v:get_id() or "rankless",
suit = not suitless and (SMODS.has_no_suit(v) and "suitless" or v.base.suit),
}
declare_cards[#declare_cards + 1] = card
end
for i, v in pairs(G.GAME.hands) do
v.order = (v.order or 0) + 1
end
return {
order = 1,
l_mult = l_mult,
l_chips = l_chips,
mult = mult,
chips = chips,
example = Cryptid.create_declare_example(cards, suitless),
visible = true,
played = 0,
_saved_d_v = true,
played_this_round = 0,
s_mult = mult,
s_chips = chips,
from_declare = true,
declare_cards = declare_cards,
declare_name = G.ENTERED_CARD,
level = 1,
index = G.GAME.DECLARE_USED or 0,
suitless = suitless,
}
end
local localize_ref = localize
function localize(first, second, ...)
if second == "poker_hands" then
if G and G.GAME and G.GAME.hands[first] and G.GAME.hands[first].declare_name then
return G.GAME.hands[first].declare_name
end
end
if second == "poker_hand_descriptions" then
if G and G.GAME and G.GAME.hands[first] and G.GAME.hands[first].suitless then
return localize_ref(first .. "_suitless", second, ...)
end
end
return localize_ref(first, second, ...)
end
local is_visibleref = SMODS.is_poker_hand_visible
function SMODS.is_poker_hand_visible(handname)
if not SMODS.PokerHands[handname] then
return G.GAME.hands[handname] and G.GAME.hands[handname].visible
end
return is_visibleref(handname)
end
function Cryptid.create_declare_example(cards, suitless)
local c = {}
for i, v in pairs(cards) do
local key = SMODS.Suits[v.base.suit].card_key .. "_" .. SMODS.Ranks[v.base.value].card_key
local enhancement = (SMODS.has_no_suit(v) and "m_stone") or (suitless and "m_wild") or nil
c[#c + 1] = { key, true, enhancement = enhancement }
end
return c
end
end,
}
-- ://Class
-- Change a selected card's enhancement to one of your choosing (or nil)
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" },
m_cry_abstract = { "abstract", "abstracted", "tadc", "theamazingdigitalcircus", "kaufumo" }, --why him? he was the first person we see get abstracted
m_cry_light = { "light" },
ccd = { "ccd" },
null = { "nil" },
}
Cryptid.load_enhancement_aliases(enh_table)
local class = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "class",
name = "cry-Class",
atlas = "atlasnotjokers",
pos = { x = 11, y = 1 },
cost = 4,
order = 421,
config = { max_highlighted = 1, extra = { enteredrank = "" } },
loc_vars = function(self, info_queue, card)
return { vars = { Cryptid.safe_get(card, "ability", "max_highlighted") or self.config.max_highlighted } }
end,
use = function(self, card, area, copier)
-- Un-use the card
if not card.ability.cry_multiuse or to_big(card.ability.cry_multiuse) <= to_big(1) then
G.GAME.CODE_DESTROY_CARD = copy_card(card)
G.consumeables:emplace(G.GAME.CODE_DESTROY_CARD)
G.GAME.CODE_DESTROY_CARD.ability.cry_multiuse = nil
end
if card.ability.cry_multiuse then
card.ability.cry_multiuse = card.ability.cry_multiuse + 1
end
G.GAME.USING_CODE = true
G.GAME.USING_CLASS = card.ability.max_highlighted
G.GAME.ACTIVE_CODE_CARD = G.GAME.CODE_DESTROY_CARD or card
G.FUNCS.overlay_menu({ definition = create_UIBox_class() })
end,
init = function(self)
local ccl = Card.click
function Card:click()
if G.GAME.USING_CLASS then
if not self.debuff then
G.FUNCS.exit_overlay_menu_code()
delay(3)
local cards = Cryptid.get_highlighted_cards({ G.hand }, {}, 1, G.GAME.USING_CLASS or 1)
for i, v in pairs(cards) do
v:flip()
end
delay(1)
for i, v in pairs(cards) do
v:set_ability(G.P_CENTERS[self.config.center.key])
end
delay(1)
for i, v in pairs(cards) do
v:flip()
end
G.hand:unhighlight_all()
ccl(self)
-- Re-use the card
if G.GAME.ACTIVE_CODE_CARD then
if
not G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse
or to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) <= to_big(1)
then
G.GAME.ACTIVE_CODE_CARD:start_dissolve()
else
G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse =
lenient_bignum(to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) - to_big(1))
end
end
G.GAME.ACTIVE_CODE_CARD = nil
end
else
ccl(self)
end
end
local emplace_ref = CardArea.emplace
function CardArea:emplace(card, ...)
if G.GAME.USING_CLASS or G.GAME.POINTER_SUBMENU == "Enhancement" then
local c = card.config.center
--no class is exclusive to class and no code is just a generic code cards cant create this thing
if c.hidden or c.noe_doe or c.no_collection or c.no_class or c.no_code then
card.debuff = true
end
end
return emplace_ref(self, card, ...)
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
G.CODE_MAX_HIGHLIGHT = card.ability.max_highlighted
local choices = {
"bonus",
"mult",
"wild",
"glass",
"steel",
"stone",
"gold",
"lucky",
"echo",
"light",
"abstract",
}
for i, v in pairs(Cryptid.get_highlighted_cards({ G.hand }, {}, 1, card.ability.max_highlighted or 1)) do
v:set_ability(pseudorandom_element(choices, pseudoseed("forceclass")))
end
end,
}
-- ://Global
-- Gives a selected card the Global sticker
local global = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"Card Art: HexaCryonic",
"Sticker Art: Gemstonez",
},
code = {
"Nova",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-global",
key = "global",
pos = { x = 7, y = 5 },
cost = 4,
atlas = "atlasnotjokers",
order = 422,
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
return #cards == 1
end,
loc_vars = function(self, info_queue, card)
info_queue[#info_queue + 1] = { key = "cry_global_sticker", set = "Other", vars = {} }
end,
use = function(self, card, area, copier)
if area then
area:remove_from_highlighted(card)
end
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
if cards[1] then
cards[1].ability.cry_global_sticker = true
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Global sticker
-- Always drawn on blind start or when booster pack opened
-- (before hand drawn, also drawn in packs like celestial that you typically wouldn't)
local global_sticker = {
dependencies = {
items = {
"c_cry_global",
"set_cry_code",
},
},
object_type = "Sticker",
atlas = "sticker",
pos = { x = 6, y = 5 },
key = "cry_global_sticker",
no_sticker_sheet = true,
prefix_config = { key = false },
badge_colour = HEX("14b341"),
order = 608,
draw = function(self, card) --don't draw shine -- i have no idea what any of this does, someone else can do all that (yes i took it from seed how could you tell)
local notilt = nil
if card.area and card.area.config.type == "deck" then
notilt = true
end
if not G.shared_stickers["cry_global_sticker2"] then
G.shared_stickers["cry_global_sticker2"] =
Sprite(0, 0, G.CARD_W, G.CARD_H, G.ASSET_ATLAS["cry_sticker"], { x = 5, y = 5 })
end -- no matter how late i init this, it's always late, so i'm doing it in the damn draw function
G.shared_stickers[self.key].role.draw_major = card
G.shared_stickers["cry_global_sticker2"].role.draw_major = card
G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, notilt, card.children.center)
card.hover_tilt = card.hover_tilt / 2 -- call it spaghetti, but it's what hologram does so...
G.shared_stickers["cry_global_sticker2"]:draw_shader("dissolve", nil, nil, notilt, card.children.center)
G.shared_stickers["cry_global_sticker2"]:draw_shader(
"hologram",
nil,
card.ARGS.send_to_shader,
notilt,
card.children.center
) -- this doesn't really do much tbh, but the slight effect is nice
card.hover_tilt = card.hover_tilt * 2
end,
calculate = function(self, card, context)
-- Added by IcyEthics
if context.cry_shuffling_area and context.cardarea == G.deck and context.cry_post_shuffle then
local _targetpos = nil
local _selfpos = nil
-- Iterate through every card in the deck to find both the location
-- of the stickered card, and the highest placed non-stickered card
for i, _playingcard in ipairs(G.deck.cards) do
if _playingcard == card then
_selfpos = i
elseif not _playingcard.ability.cry_global_sticker then
_targetpos = i
end
end
if _targetpos == nil then
_targetpos = #G.deck.cards
end
if _selfpos == nil then
_selfpos = #G.deck.cards
end
-- Swaps the positions of the selected cards
G.deck.cards[_selfpos], G.deck.cards[_targetpos] = G.deck.cards[_targetpos], G.deck.cards[_selfpos]
end
end,
}
-- ://Variable
-- Change 2 selected cards' ranks to one of your choosing
local variable = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"AlexZGreat",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "variable",
name = "cry-Variable",
atlas = "atlasnotjokers",
pos = { x = 9, y = 1 },
cost = 4,
order = 423,
config = { max_highlighted = 2, extra = { enteredrank = "" } },
loc_vars = function(self, info_queue, card)
return { vars = { Cryptid.safe_get(card, "ability", "max_highlighted") or self.config.max_highlighted } }
end,
use = function(self, card, area, copier)
-- Un-use the card
if not card.ability.cry_multiuse or to_big(card.ability.cry_multiuse) <= to_big(1) then
G.GAME.CODE_DESTROY_CARD = copy_card(card)
G.consumeables:emplace(G.GAME.CODE_DESTROY_CARD)
G.GAME.CODE_DESTROY_CARD.ability.cry_multiuse = nil
end
if card.ability.cry_multiuse then
card.ability.cry_multiuse = card.ability.cry_multiuse + 1
end
G.GAME.USING_CODE = true
G.GAME.USING_VARIABLE = card.ability.max_highlighted
G.GAME.ACTIVE_CODE_CARD = G.GAME.CODE_DESTROY_CARD or card
G.FUNCS.overlay_menu({ definition = create_UIBox_variable_code() })
end,
init = function(self)
local ccl = Card.click
function Card:click()
if G.GAME.USING_VARIABLE then
if not self.debuff then
G.FUNCS.exit_overlay_menu_code()
delay(3)
local cards = Cryptid.get_highlighted_cards({ G.hand }, {}, 1, G.GAME.USING_VARIABLE or 1)
for i, v in pairs(cards) do
v:flip()
end
delay(1)
for i, v in pairs(cards) do
SMODS.change_base(v, v.base.suit, self.base.value)
end
delay(1)
for i, v in pairs(cards) do
v:flip()
end
G.hand:unhighlight_all()
ccl(self)
-- Re-use the card
if G.GAME.ACTIVE_CODE_CARD then
if
not G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse
or to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) <= to_big(1)
then
G.GAME.ACTIVE_CODE_CARD:start_dissolve()
else
G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse =
lenient_bignum(to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) - to_big(1))
end
end
G.GAME.ACTIVE_CODE_CARD = nil
end
else
ccl(self)
end
end
local emplace_ref = CardArea.emplace
function CardArea:emplace(card, ...)
if G.GAME.USING_VARIABLE or G.GAME.POINTER_SUBMENU == "Rank" then
local c = SMODS.Ranks[card.base.value] or {}
if c.hidden or c.noe_doe or c.no_collection or c.no_variable or c.no_code then
card.debuff = true
else
G.E_MANAGER:add_event(Event({
trigger = "after",
blocking = false,
func = function()
card.debuff = false
return true
end,
}))
end
end
return emplace_ref(self, card, ...)
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
local choices = { "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A" }
for i, v in pairs(Cryptid.get_highlighted_cards({ G.hand }, {}, 1, card.ability.max_highlighted or 2)) do
SMODS.change_base(v, v.base.suit, pseudorandom_element(choices, pseudoseed("forcevariable")))
end
end,
}
-- ://Log
-- View one of:
-- Next ante's blinds/vouchers,
-- next 5 cards/packs in shop,
-- draw order for current blind (if in blind),
-- Multi-use 2
local log = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"lord.ruby",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Log",
key = "log",
pos = { x = 12, y = 4 },
cost = 4,
atlas = "atlasnotjokers",
order = 424,
can_use = function(self, card)
return true
end,
use = function(self, card, area, copier)
G.GAME.USING_LOG = true
G.GAME.USING_CODE = true
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_log_opts(),
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,
init = function()
local get_voucherref = SMODS.get_next_vouchers
function SMODS.get_next_vouchers(vouchers)
if G.GAME.LOG_VOUCHER then
local v = copy_table(G.GAME.LOG_VOUCHER)
if not G.GAME.USING_LOG then
G.GAME.LOG_VOUCHER = nil
end
return v
else
return get_voucherref(vouchers)
end
end
function Cryptid.predict_joker(seed)
local _pool, _pool_key = get_current_pool("Joker", nil, nil, seed)
center = pseudorandom_element(_pool, pseudoseed(_pool_key))
local it = 1
while center == "UNAVAILABLE" do
it = it + 1
center = pseudorandom_element(_pool, pseudoseed(_pool_key .. ("_resample" .. it)))
end
return center
end
function G.FUNCS.log_antevoucher()
G.FUNCS.log_cancel()
local pseudorandom = copy_table(G.GAME.pseudorandom)
G.GAME.round_resets.ante = G.GAME.round_resets.ante + 1
local bl = get_new_boss()
G.GAME.round_resets.ante = G.GAME.round_resets.ante - 1
G.GAME.LOG_BOSS = bl
local voucher = SMODS.get_next_vouchers()
G.GAME.LOG_VOUCHER = voucher
G.GAME.pseudorandom = copy_table(pseudorandom)
if bl then
G.GAME.bosses_used[bl] = (G.GAME.bosses_used[bl] or 1) - 1
end
G.GAME.USING_CODE = true
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_log({
bl and G.localization.descriptions.Blind[bl].name or "None",
voucher
and G.P_CENTERS[voucher[1]]
and localize({ type = "name_text", set = G.P_CENTERS[voucher[1]].set, key = voucher[1] })
or "None",
}, localize("cry_code_antevoucher")),
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()
G.GAME.USING_LOG = nil
end
function G.FUNCS.log_nextjokers()
G.FUNCS.log_cancel()
local pseudorandom = copy_table(G.GAME.pseudorandom)
local j = {}
for i = 1, 5 do
local key = Cryptid.predict_joker("sho")
local next_joker = G.P_CENTERS[key]
and localize({ type = "name_text", set = G.P_CENTERS[key].set, key = key })
or "ERROR"
if next_joker == "ERROR" then
local try = (G.localization.descriptions[G.P_CENTERS[key].set] or {})[key]
try = try and try.name or "[ERROR]"
if type(try or "a") == "table" then
try = try[1]
end
next_joker = try
end
j[#j + 1] = next_joker
end
G.GAME.pseudorandom = copy_table(pseudorandom)
G.GAME.USING_CODE = true
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_log(j, localize("cry_code_nextjokers")),
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()
G.GAME.USING_LOG = nil
end
function G.FUNCS.log_nextcards()
G.FUNCS.log_cancel()
local j = {}
for i = 1, 10 do
local card = G.deck.cards[#G.deck.cards + 1 - i]
if card then
j[#j + 1] = localize(card.base.value, "ranks") .. " of " .. localize(card.base.suit, "suits_plural")
end
end
G.GAME.USING_CODE = true
G.CHOOSE_CARD = UIBox({
definition = create_UIBox_log(j, localize("cry_code_nextcards")),
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()
G.GAME.USING_LOG = nil
end
function create_UIBox_log_opts()
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,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SECONDARY_SET.Code,
button = "log_antevoucher",
label = { localize("cry_code_antevoucher") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SECONDARY_SET.Code,
button = "log_nextjokers",
label = { localize("cry_code_nextjokers") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
G.GAME.blind and G.GAME.blind.in_blind and G.deck and #(G.deck.cards or {}) > 0 and {
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.SECONDARY_SET.Code,
button = "log_nextcards",
label = { localize("cry_code_nextcards") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
} or nil,
{
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.RED,
button = "log_cancel",
label = { localize("cry_code_exit") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
},
},
})
return t
end
function create_UIBox_log(options, mtype)
G.E_MANAGER:add_event(Event({
blockable = false,
func = function()
G.REFRESH_ALERTS = true
return true
end,
}))
local contents = {}
contents[#contents + 1] = {
n = G.UIT.R,
config = { align = "cm" },
nodes = {
{
n = G.UIT.T,
config = {
text = mtype,
lang = G.LANGUAGES["en-us"],
scale = 0.45,
colour = G.C.WHITE,
shadow = true,
},
},
},
}
for i, v in pairs(options) do
contents[#contents + 1] = {
n = G.UIT.R,
config = { align = "cm" },
nodes = {
{
n = G.UIT.T,
config = {
text = v,
lang = G.LANGUAGES["en-us"],
scale = 0.45,
colour = G.C.WHITE,
shadow = true,
},
},
},
}
end
contents[#contents + 1] = {
n = G.UIT.R,
config = { align = "cm" },
nodes = {
UIBox_button({
colour = G.C.RED,
button = "log_cancel",
label = { localize("cry_code_exit") },
minw = 4.5,
focus_args = { snap_to = true },
}),
},
}
local t = create_UIBox_generic_options({
no_back = true,
colour = HEX("04200c"),
outline_colour = G.C.SECONDARY_SET.Code,
contents = contents,
})
return t
end
G.FUNCS.log_cancel = function()
if G.CHOOSE_CARD then
G.CHOOSE_CARD:remove()
end
G.GAME.USING_CODE = false
end
end,
-- bulk_use = function(self, card, area, copier, number)
-- end,
}
-- ://Quantify
-- Jokerize! an object
local quantify = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"gemstonez",
},
code = {
"lord.ruby",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Quantify",
key = "quantify",
pos = { x = 9, y = 5 },
cost = 4,
atlas = "atlasnotjokers",
order = 425,
config = { extra = 1 },
loc_vars = function(self, queue, card)
return {
vars = {
card.ability.extra,
},
}
end,
can_use = function(self, card)
local h, t = Cryptid.get_quantify(card)
for i, highlighted in pairs(h) do
if highlighted.children.price then
if to_big(G.GAME.dollars - G.GAME.bankrupt_at) < to_big(highlighted.cost) then
return
end
end
end
return t > 0 and t <= card.ability.extra
end,
use = function(self, card)
for i, v in pairs(Cryptid.get_quantify(card)) do
Cryptid.handle_quantify(v)
end
end,
init = function()
local calculate_ref = Card.calculate_joker
function Card:calculate_joker(context)
local ret, post = calculate_ref(self, context)
if not ret and not post then
if context.joker_main or context.forcetrigger then
if self.config.center.key == "c_base" or self.config.center.set == "Enhanced" then
local enhancement =
eval_card(self, { cardarea = G.play, main_scoring = true, scoring_hand = {} })
local ret2 = {}
local ret3 = {}
if enhancement then
ret2 = enhancement
end
local hand_enhancement =
eval_card(self, { cardarea = G.hand, main_scoring = true, scoring_hand = {} })
if hand_enhancement then
ret3 = hand_enhancement
end
for _, tbl in pairs(ret2) do
for i, v in pairs(tbl) do
SMODS.calculate_individual_effect({ [i] = v }, self, i, v, false)
end
end
for _, tbl in pairs(ret3) do
for i, v in pairs(tbl) do
SMODS.calculate_individual_effect({ [i] = v }, self, i, v, false)
end
end
end
if self.config.center.set == "Booster" then
local limit = self.ability.extra
local choose = self.ability.choose
local kind = self.config.center.kind
local kindmap = {
["Standard"] = "Enhanced",
["Buffoon"] = "Joker",
["Arcana"] = "Tarot",
}
kind = kindmap[kind] or kind
if not G.P_CENTER_POOLS[kind] then
kind = "Tarot"
end
for i = 1, G.jokers.config.card_limit - #G.jokers.cards do
if to_big(self.ability.choose) > to_big(0) then
self.ability.choose = self.ability.choose - 1
local tbl = self.config.center.create_card and self.config.center:create_card(self)
or {}
local card = create_card(
kind or tbl.set,
nil,
tbl.legendary,
tbl.rarity,
tbl.skip_materialize,
tbl.soulable,
tbl.forced_key,
"cry_quantify_booster"
)
if to_big(self.ability.choose) <= to_big(0) then
self:start_dissolve()
end
G.E_MANAGER:add_event(Event({
trigger = "before",
func = function()
G.jokers:emplace(card)
return true
end,
}))
end
end
end
end
end
return ret, post
end
local debuff_handref = Blind.debuff_hand
function Blind:debuff_hand(cards, hand, handname, check)
local tbl = {}
for i, v in pairs(G.jokers.cards) do
if v.base.nominal and v.base.suit then
tbl[#tbl + 1] = v
end
end
return debuff_handref(self, Cryptid.table_merge(cards, tbl), hand, handname, check)
end
function Cryptid.get_quantify(card)
local highlighted = {}
local total = 0
for i, v in pairs(G.I.CARD) do
if v.highlighted and v ~= card then
highlighted[#highlighted + 1] = v
total = total + 1
end
end
return highlighted, total
end
function Cryptid.handle_quantify(target)
if type(target) == "table" and target.calculate_joker then
local highlighted = target
--removing from jokers just to readd to jokers is pointless
if highlighted and highlighted.area ~= G.consumeables or not G.GAME.modifiers.cry_beta then
if highlighted.children.price then
if to_big(G.GAME.dollars - G.GAME.bankrupt_at) < to_big(highlighted.cost) then
return
end
ease_dollars(-highlighted.cost)
highlighted.children.price:remove()
end
highlighted.area:remove_card(highlighted)
highlighted.children.price = nil
if highlighted.children.buy_button then
highlighted.children.buy_button:remove()
end
highlighted.children.buy_button = nil
remove_nils(highlighted.children)
G.E_MANAGER:add_event(Event({
func = function()
highlighted:highlight()
return true
end,
}))
G.jokers:emplace(highlighted)
return true
end
end
end
end,
}
-- ://Divide,
-- Halves item costs in shop
local divide = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "divide",
name = "cry-Divide",
atlas = "atlasnotjokers",
order = 426,
pos = { x = 9, 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,
}
-- ://Multiply
-- Doubles a joker's values until the end of the round (exponentially)
local multiply = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "multiply",
name = "cry-Multiply",
atlas = "atlasnotjokers",
order = 427,
pos = { x = 10, y = 2 },
cost = 4,
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
return not Card.no(card, "immutable", true)
end)
return #cards == 1
end,
use = function(self, card, area, copier)
local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
return not Card.no(card, "immutable", true)
end)
if cards[1] and not cards[1].config.cry_multiply then
cards[1].config.cry_multiply = 1
end
cards[1].config.cry_multiply = cards[1].config.cry_multiply * 2
Cryptid.manipulate(cards[1], { value = 2 })
end,
init = function(self)
--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].config.cry_multiply then
m = G.jokers.cards[i].config.cry_multiply
Cryptid.manipulate(G.jokers.cards[i], { value = 1 / m })
G.jokers.cards[i].config.cry_multiply = nil
end
end
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Delete
-- Banish a selected card in shop; it will no longer appear normally (can still be created via pointer or other means)
local delete = {
cry_credits = {
idea = {
"Mjiojio",
},
art = {
"HexaCryonic",
},
code = {
"Math",
"Toneblock",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "delete",
name = "cry-Delete",
atlas = "atlasnotjokers",
order = 428,
pos = { x = 11, y = 2 },
cost = 4,
config = { cry_multiuse = 3 },
loc_vars = function(self, info_queue, card)
return { vars = { Cryptid.safe_get(card, "ability", "cry_multiuse") or self.config.cry_multiuse } }
end,
can_use = function(self, card)
return G.STATE == G.STATES.SHOP
and card.area == (G.GAME.modifiers.cry_beta and G.jokers or G.consumeables)
and #G.shop_jokers.highlighted + #G.shop_booster.highlighted + #G.shop_vouchers.highlighted == 1
and (G.shop_jokers.highlighted[1] ~= card and not Cryptid.safe_get(
G,
"shop_jokers",
"highlighted",
1,
"ability",
"eternal"
))
and (G.shop_booster.highlighted[1] ~= card and not Cryptid.safe_get(
G,
"shop_booster",
"highlighted",
1,
"ability",
"eternal"
))
and (
G.shop_vouchers.highlighted[1] ~= card
and not Cryptid.safe_get(G, "shop_vouchers", "highlighted", 1, "ability", "eternal")
)
end,
use = function(self, card, area, copier)
if not G.GAME.cry_banned_pcards then
G.GAME.cry_banned_pcards = {}
end
local c = G.shop_jokers.highlighted[1] or G.shop_booster.highlighted[1] or G.shop_vouchers.highlighted[1]
if G.shop_vouchers.highlighted[1] and c.shop_voucher then
G.GAME.current_round.voucher.spawn[c.config.center.key] = 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
if c.config.center.rarity == "cry_exotic" then
check_for_unlock({ type = "what_have_you_done" })
end
G.GAME.cry_banished_keys[c.config.center.key] = true
if not not c.base.value then -- is there a case where ~= nil would fail here?
for k, v in pairs(G.P_CARDS) do
-- bans a specific rank AND suit
if v.value == c.base.value and v.suit == c.base.suit then
G.GAME.cry_banned_pcards[k] = true
end
end
end
c:start_dissolve()
end,
}
-- ://Alt-Tab
-- Creates the current blind's Tag
local alttab = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Toneblock",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "alttab",
name = "cry-Alttab",
atlas = "atlasnotjokers",
order = 429,
config = {},
pos = { x = 11, y = 4 },
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
local ret = localize("k_none")
if Cryptid.safe_get(G.GAME, "blind", "in_blind") then
if G.GAME.blind:get_type() == "Small" then
ret = localize({ type = "name_text", key = G.GAME.round_resets.blind_tags.Small, set = "Tag" })
elseif G.GAME.blind:get_type() == "Big" then
ret = localize({ type = "name_text", key = G.GAME.round_resets.blind_tags.Big, set = "Tag" })
elseif G.GAME.blind:get_type() == "Boss" then
ret = "???"
end
end
local tag = Cryptid.get_next_tag()
if tag then
ret = localize({ type = "name_text", key = tag, set = "Tag" })
end
return { vars = { ret } }
end,
can_use = function(self, card)
return Cryptid.safe_get(G.GAME, "blind", "in_blind")
end,
use = function(self, card, area, copier)
local used_consumable = copier or card
delay(0.4)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
play_sound("tarot1")
local tag = nil
local type = G.GAME.blind:get_type()
local tag_key = Cryptid.get_next_tag()
if tag_Key then
tag = Tag(tag_key)
elseif type == "Boss" then
tag = Tag(get_next_tag_key())
else
tag = Tag(G.GAME.round_resets.blind_tags[type])
end
add_tag(tag)
used_consumable:juice_up(0.8, 0.5)
return true
end,
}))
delay(1.2)
end,
bulk_use = function(self, card, area, copier, number)
local used_consumable = copier or card
delay(0.4)
G.E_MANAGER:add_event(Event({
trigger = "after",
delay = 0.2,
func = function()
for j = 1, number do
play_sound("tarot1")
local tag = nil
local type = G.GAME.blind:get_type()
local tag_key = Cryptid.get_next_tag()
if tag_key then
tag = Tag(tag_key)
elseif type == "Boss" then
tag = Tag(get_next_tag_key())
else
tag = Tag(G.GAME.round_resets.blind_tags[type])
end
add_tag(tag)
used_consumable:juice_up(0.8, 0.5)
delay(0.1)
end
return true
end,
}))
delay(1.1)
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Ctrl-V
-- Creates a copy of a selected playing card or consumable
local ctrl_v = {
cry_credits = {
idea = {
"ItsFlowwey",
},
art = {
"HexaCryonic",
},
code = {
"Foegro",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
key = "ctrl_v",
name = "cry-Ctrl-V",
atlas = "atlasnotjokers",
order = 430,
config = {},
pos = { x = 9, y = 4 },
cost = 4,
can_bulk_use = true,
loc_vars = function(self, info_queue, card)
return {}
end,
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.hand, G.consumeables, G.pack_cards }, card, 1, 1, function(card)
return card.area ~= G.pack_Cards or card.ability.set == "Default" or card.ability.set == "Enhanced"
end)
return #cards == 1
end,
use = function(self, card, area, copier)
local cards = Cryptid.get_highlighted_cards({ G.hand, G.consumeables, G.pack_cards }, card, 1, 1, function(card)
return card.area ~= G.pack_Cards or card.ability.set == "Default" or card.ability.set == "Enhanced"
end)
if cards[1] then
if cards[1].area == G.hand then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(cards[1])
card:add_to_deck()
table.insert(G.playing_cards, card)
G.hand:emplace(card)
playing_card_joker_effects({ card })
return true
end,
}))
elseif cards[1].area == G.consumeables then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(cards[1])
if card.ability.name and card.ability.name == "cry-Chambered" then
card.ability.extra.num_copies = 1
end
card:add_to_deck()
if Incantation then
card:setQty(1)
end
G.consumeables:emplace(card)
return true
end,
}))
elseif cards[1].area == G.pack_cards then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(cards[1])
if card.ability.name and card.ability.name == "cry-Chambered" then
card.ability.extra.num_copies = 1
end
card:add_to_deck()
if Incantation then
card:setQty(1)
end
-- Edit by IcyEthics: Needed to choose between not allowing copying playing cards or adding them to deck. Made it so they're added to deck.
if card.ability.set == "Default" or card.ability.set == "Enhanced" then
table.insert(G.playing_cards, card)
G.hand:emplace(card)
playing_card_joker_effects({ card })
else
G.consumeables:emplace(card)
end
return true
end,
}))
end
end
end,
bulk_use = function(self, card, area, copier, number)
local cards = Cryptid.get_highlighted_cards(
{ G.hand, G.consumeables, G.pack_cards },
cards,
1,
1,
function(card)
return card.area ~= G.pack_Cards or card.ability.set == "Default" or card.ability.set == "Enhanced"
end
)
for i = 1, number do
if cards[1] then
if cards[1].area == G.hand then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(cards[1])
card:add_to_deck()
table.insert(G.playing_cards, card)
G.hand:emplace(card)
playing_card_joker_effects({ card })
return true
end,
}))
elseif cards[1].area == G.consumeables then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(cards[1])
if card.ability.name and card.ability.name == "cry-Chambered" then
card.ability.extra.num_copies = 1
end
card:add_to_deck()
if Incantation then
card:setQty(1)
end
G.consumeables:emplace(card)
return true
end,
}))
elseif cards[1].area == G.pacl_cards then
G.E_MANAGER:add_event(Event({
func = function()
local card = copy_card(cards[1])
if card.ability.name and card.ability.name == "cry-Chambered" then
card.ability.extra.num_copies = 1
end
card:add_to_deck()
if Incantation then
card:setQty(1)
end
-- Edit by IcyEthics: Needed to choose between not allowing copying playing cards or adding them to deck. Made it so they're added to deck.
if card.ability.set == "Default" or card.ability.set == "Enhanced" then
table.insert(G.playing_cards, card)
G.hand:emplace(card)
playing_card_joker_effects({ card })
else
G.consumeables:emplace(card)
end
return true
end,
}))
end
end
end
end,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://Reboot
-- Shuffle all cards into deck, then reset Hands and Discards to default values
local reboot = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Reboot",
key = "reboot",
pos = { x = 9, y = 0 },
config = {},
cost = 4,
atlas = "atlasnotjokers",
order = 431,
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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- ://;
-- Ends the current non-boss blind, skips cash out
local semicolon = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"WilsontheWolf",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Code",
name = "cry-Semicolon",
key = "semicolon",
pos = { x = 7, y = 1 },
config = {},
cost = 4,
atlas = "atlasnotjokers",
order = 432,
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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Automaton (Tarot)
-- Creates a random Code card
local automaton = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"unze2unze4",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Consumable",
set = "Tarot",
name = "cry-Automaton",
key = "automaton",
pos = { x = 12, y = 1 },
config = { create = 1 },
misprintize_caps = { create = 100 },
order = 602,
atlas = "atlasnotjokers",
loc_vars = function(self, info_queue, card)
return { vars = { Cryptid.safe_get(card, "ability", "create") or 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)
local forceuse = G.cry_force_use
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 or forceuse 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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Source (Spectral)
-- Gives a selected playing card Green Seal
local source = {
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"HexaCryonic",
},
code = {
"Math",
},
},
dependencies = {
items = {
"set_cry_code",
"cry_green",
},
},
object_type = "Consumable",
set = "Spectral",
name = "cry-Source",
order = 603,
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 },
can_use = function(self, card)
local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, card.ability.max_highlighted)
return #cards > 0 and #cards <= to_number(card.ability.max_highlighted)
end,
use = function(self, card, area, copier) --Good enough
local cards = Cryptid.get_highlighted_cards({ G.hand }, {}, 1, 1)
for i = 1, #cards do
local highlighted = cards[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,
demicoloncompat = true,
force_use = function(self, card, area)
self:use(card, area)
end,
}
-- Green Seal
-- Creates a Code card when played and unscoring
local green_seal = {
dependencies = {
items = {
"set_cry_code",
},
},
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 },
order = 604,
calculate = function(self, card, context)
if context.cardarea == "unscored" and context.main_scoring then
G.E_MANAGER:add_event(Event({
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,
}))
end
end,
}
-- Encoded Deck
-- Start with Code Joker and Copy/Paste, all cards in shop are Code cards
local encoded = {
cry_credits = {
idea = {
"Auto Watto",
"Kailen",
},
art = {
"Kailen",
},
code = {
"Kailen",
},
},
dependencies = {
items = {
"set_cry_code",
"set_cry_deck",
},
},
object_type = "Back",
name = "cry-Encoded",
key = "encoded",
order = 2515,
pos = { x = 2, y = 5 },
atlas = "atlasdeck",
apply = function(self)
G.GAME.joker_rate = 1
G.GAME.planet_rate = 1
G.GAME.tarot_rate = 1
G.GAME.code_rate = 1e100
G.E_MANAGER:add_event(Event({
func = function()
if G.jokers then
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,
unlocked = false,
check_for_unlock = function(self, args)
if args.cry_used_consumable == "c_cry_pointer" then
unlock_card(self)
end
if args.type == "cry_lock_all" then
lock_card(self)
end
if args.type == "cry_unlock_all" then
unlock_card(self)
end
end,
}
-- Code Joker
-- Creates a Negative Code card when starting blind
local CodeJoker = {
dependencies = {
items = {
"set_cry_epic",
"set_cry_code",
},
},
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 } }
return { key = Cryptid.gameset_loc(self, { exp_modest = "modest" }) }
end,
extra_gamesets = { "exp_modest" },
rarity = "cry_epic",
cost = 11,
order = 301,
blueprint_compat = true,
demicoloncompat = true,
atlas = "atlasepic",
calculate = function(self, card, context)
if
context.setting_blind
and not (context.blueprint_card or self).getting_sliced
and (G.GAME.blind:get_type() == "Boss" or Cryptid.gameset(card) ~= "exp_modest")
then
play_sound("timpani")
local card = create_card("Code", G.consumeables, 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
if context.forcetrigger then
play_sound("timpani")
local card = create_card("Code", G.consumeables, 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",
"Auto Watto",
},
art = {
"Kailen",
},
code = {
"Kailen",
},
},
unlocked = false,
check_for_unlock = function(self, args)
if G.P_CENTER_POOLS["Code"] then
local count = 0
local count2 = 0
for k, v in pairs(G.P_CENTER_POOLS["Code"]) do
count2 = count2 + 1
if Cryptid.safe_get(v, "discovered") == true then
count = count + 1
end
end
if count == count2 then
unlock_card(self)
end
end
if args.type == "cry_lock_all" then
lock_card(self)
end
if args.type == "cry_unlock_all" then
unlock_card(self)
end
end,
}
-- Copy/Paste
-- When a Code card is used, create a copy (once/round modest/mainline)
local copypaste = {
dependencies = {
items = {
"set_cry_epic",
"set_cry_code",
},
},
object_type = "Joker",
name = "cry-copypaste",
key = "copypaste",
pos = { x = 3, y = 4 },
order = 302,
config = {
extra = {
odds = 2,
ckt = nil,
},
}, -- what is a ckt
rarity = "cry_epic",
cost = 14,
blueprint_compat = true,
loc_vars = function(self, info_queue, card)
return {
vars = { SMODS.get_probability_vars(card, 1, card.ability.extra.odds, "Copy/Paste") },
key = Cryptid.gameset_loc(self, { madness = "madness", exp_modest = "modest" }),
}
end,
atlas = "atlasepic",
extra_gamesets = { "exp_modest" },
gameset_config = {
exp_modest = { cost = 8, center = { rarity = 3 } },
},
calculate = function(self, card, context)
if context.pull_card and context.card.ability.set == "Code" and Cryptid.gameset(card) == "exp_modest" then
if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
G.E_MANAGER:add_event(Event({
func = function()
local cards = copy_card(context.card)
cards:add_to_deck()
G.consumeables:emplace(cards)
return true
end,
}))
card_eval_status_text(
context.blueprint_card or card,
"extra",
nil,
nil,
nil,
{ message = localize("k_copied_ex") }
)
end
end
if
context.using_consumeable
and context.consumeable.ability.set == "Code"
and not context.consumeable.beginning_end
and not card.ability.extra.ckt
and Cryptid.gameset(card) ~= "exp_modest"
then
if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
if
SMODS.pseudorandom_probability(
card,
"cry_copypaste_joker",
1,
card.ability.extra.odds,
"Copy/Paste"
)
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") }
)
if Card.get_gameset(card) ~= "madness" then
card.ability.extra.ckt = true
end
end
end
elseif
context.end_of_round
and not context.retrigger_joker
and not context.blueprint
and card.ability.extra.ckt
then
card.ability.extra.ckt = nil
return {
message = localize("k_reset"),
card = card,
}
end
end,
cry_credits = {
idea = {
"Auto Watto",
},
art = {
"Kailen",
},
code = {
"Auto Watto",
},
},
}
-- Cut
-- Destroys a Code card and gains 0.5 Xmult when leaving shop
local cut = {
dependencies = {
items = {
"set_cry_code",
},
},
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 = 303,
blueprint_compat = true,
perishable_compat = false,
demicoloncompat = true,
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 SMODS.is_eternal(G.consumeables.cards[i])
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
SMODS.scale_card(card, {
ref_table = card.ability.extra,
ref_value = "Xmult",
scalar_value = "Xmult_mod",
message_key = "a_xmult",
colour = G.C.RED,
})
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 and (not msg or type(msg) == "string") then
card_eval_status_text((context.blueprint_card or card), "extra", nil, nil, nil, {
message = msg or localize({
type = "variable",
key = "a_xmult",
vars = { number_format(to_big(card.ability.extra.Xmult)) },
}),
})
end
return nil, true
end
end
if context.joker_main and (to_big(card.ability.extra.Xmult) > to_big(1)) 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
if context.forcetrigger then
SMODS.scale_card(card, {
ref_table = card.ability.extra,
ref_value = "Xmult",
scalar_value = "Xmult_mod",
message_key = "a_xmult",
colour = G.C.RED,
})
return {
Xmult_mod = card.ability.extra.Xmult,
colour = G.C.MULT,
}
end
end,
loc_vars = function(self, info_queue, center)
return {
vars = {
number_format(center.ability.extra.Xmult_mod),
number_format(center.ability.extra.Xmult),
},
}
end,
cry_credits = {
idea = {
"Auto Watto",
},
art = {
"Kailen",
},
code = {
"Auto Watto",
},
},
}
-- Blender
-- Creates a random Consumeable when Code card used
local blender = {
dependencies = {
items = {
"set_cry_code",
},
},
object_type = "Joker",
name = "cry-blender",
key = "blender",
pos = { x = 3, y = 2 },
rarity = 1,
cost = 5,
blueprint_compat = true,
demicoloncompat = true,
atlas = "atlasthree",
order = 304,
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.consumeables, nil, nil, nil, nil, nil, "cry_blender")
card:add_to_deck()
G.consumeables:emplace(card)
end
end
if context.forcetrigger then
local card = create_card("Consumeables", G.consumeables, nil, nil, nil, nil, nil, "cry_blender")
card:add_to_deck()
G.consumeables:emplace(card)
end
end,
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"Kailen",
},
code = {
"Kailen",
},
},
}
-- Python
-- Gains 0.15 Xmult when Code card used
local python = {
dependencies = {
items = {
"set_cry_code",
},
},
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,
demicoloncompat = true,
atlas = "atlasthree",
order = 305,
loc_vars = function(self, info_queue, center)
return {
vars = {
number_format(center.ability.extra.Xmult_mod),
number_format(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
and not context.blueprint
then
card.ability.extra.Xmult = lenient_bignum(to_big(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 = { number_format(card.ability.extra.Xmult) },
}),
})
return true
end,
}))
return
end
if context.joker_main and (to_big(card.ability.extra.Xmult) > to_big(1)) then
return {
message = localize({
type = "variable",
key = "a_xmult",
vars = { number_format(card.ability.extra.Xmult) },
}),
Xmult_mod = lenient_bignum(card.ability.extra.Xmult),
}
end
if context.forcetrigger then
card.ability.extra.Xmult = lenient_bignum(to_big(card.ability.extra.Xmult) + card.ability.extra.Xmult_mod)
return {
message = localize({
type = "variable",
key = "a_xmult",
vars = { number_format(card.ability.extra.Xmult) },
}),
Xmult_mod = lenient_bignum(card.ability.extra.Xmult),
}
end
end,
cry_credits = {
idea = {
"HexaCryonic",
},
art = {
"Kailen",
},
code = {
"Kailen",
},
},
}
local code_cards = {
code,
--packs
pack1,
pack2,
packJ,
packM,
console,
--not codes
automaton,
green_seal,
source,
cut,
blender,
python,
CodeJoker,
copypaste,
encoded,
--codes
crash,
keygen,
payload,
exploit,
malware,
crynperror,
rework,
rework_tag,
merge,
commit,
machinecode,
spaghetti,
seed,
rigged,
patch,
hook,
hooked,
oboe,
assemble,
inst,
revert,
cryfunction,
function_sticker,
run,
declare,
class,
global,
global_sticker,
variable,
log,
quantify,
divide,
multiply,
delete,
alttab,
ctrl_v,
reboot,
semicolon,
}
return {
name = "Code Cards",
init = function()
--Code from Betmma's Vouchers
G.FUNCS.can_reserve_card = function(e)
local c1 = e.config.ref_table
if
#G.consumeables.cards
< G.consumeables.config.card_limit + (Cryptid.safe_get(c1, "edition", "negative") and 1 or 0)
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)
SMODS.calculate_context({ pull_card = true, card = 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
--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
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
end,
items = code_cards,
}