balatro-mods/Cryptid/lovely/none.toml

306 lines
9.4 KiB
TOML

[manifest]
version = "1.0.0"
dump_lua = true
priority = 0
[[patches]]
[patches.pattern]
target = "functions/ui_definitions.lua"
pattern = '''
local discard_button = {n=G.UIT.C, config={id = 'discard_button',align = "tm", padding = 0.3, r = 0.1, minw = 2.5, minh = button_height, hover = true, colour = G.C.RED, button = "discard_cards_from_highlighted", one_press = true, shadow = true, func = 'can_discard'}, nodes={
{n=G.UIT.R, config={align = "cm", padding = 0}, nodes={
{n=G.UIT.T, config={text = localize('b_discard'), scale = text_scale, colour = G.C.UI.TEXT_LIGHT, focus_args = {button = 'y', orientation = 'bm'}, func = 'set_button_pip'}}
}}
}}
'''
position = "at"
payload = '''
local discard_button = {n=G.UIT.C, config={id = 'discard_button',align = "tm", padding = 0.3, r = 0.1, minw = 2.5, minh = button_height, hover = true, colour = G.C.RED, button = "discard_cards_from_highlighted", shadow = true, func = 'can_discard'}, nodes={
{n=G.UIT.R, config={align = "cm", padding = 0}, nodes={
{n=G.UIT.T, config={text = localize('b_discard'), scale = text_scale, colour = G.C.UI.TEXT_LIGHT, focus_args = {button = 'y', orientation = 'bm'}, func = 'set_button_pip'}}
}}
}}
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = '''
func = (function() update_hand_text({delay = 0, immediate = true}, {mult = 0, chips = 0, chip_total = G.GAME.blind.cry_cap_score and G.GAME.blind:cry_cap_score(math.floor(hand_chips*mult)) or math.floor(hand_chips*mult), level = '', handname = ''});play_sound('button', 0.9, 0.6);return true end)
'''
position = "at"
payload = '''
func = (function()
if G.GAME.hands["cry_None"].visible then
update_hand_text({delay = 0, immediate = true}, {mult = 0, chips = 0, chip_total = G.GAME.blind.cry_cap_score and G.GAME.blind:cry_cap_score(math.floor(hand_chips*mult)) or math.floor(hand_chips*mult), level = '', handname = ''});
G.reset_to_none = true
else
update_hand_text({delay = 0, immediate = true}, {mult = 0, chips = 0, chip_total = G.GAME.blind.cry_cap_score and G.GAME.blind:cry_cap_score(math.floor(hand_chips*mult)) or math.floor(hand_chips*mult), level = '', handname = ''});
end
play_sound('button', 0.9, 0.6);return true end)
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''
level_up_hand(context.blueprint_card or self, text, nil, 1)
update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
return nil, true
'''
position = "at"
payload = '''
level_up_hand(context.blueprint_card or self, text, nil, 1)
if G.GAME.hands["cry_None"].visible then
Cryptid.reset_to_none()
else
update_hand_text({delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
end
return nil, true
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''
level_up_hand(used_tarot, self.ability.consumeable.hand_type)
update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
'''
position = "at"
payload = '''
level_up_hand(used_tarot, self.ability.consumeable.hand_type)
update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
if G.GAME.current_round.current_hand.handname ~= "" then
G.E_MANAGER:add_event(Event({
trigger = 'after',
func = function()
G.hand:parse_highlighted()
return true
end
}))
end
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''
for k, v in pairs(G.GAME.hands) do
level_up_hand(self, k, true)
end
update_hand_text({sound = 'button', volume = 0.7, pitch = 1.1, delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
'''
position = "at"
payload = '''
for k, v in pairs(G.GAME.hands) do
level_up_hand(self, k, true)
end
if G.GAME.hands["cry_None"].visible then
Cryptid.reset_to_none()
else
update_hand_text({delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
end
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''
if self.ability.consumeable.max_highlighted then
update_hand_text({immediate = true, nopulse = true, delay = 0}, {mult = 0, chips = 0, level = '', handname = ''})
end
'''
position = "at"
payload = '''
if self.ability.consumeable.max_highlighted then
if G.GAME.hands["cry_None"].visible then
Cryptid.reset_to_none()
else
update_hand_text({delay = 0}, {mult = 0, chips = 0, handname = '', level = ''})
end
end
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = '''
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = (function() G.GAME.current_round.current_hand.handname = '';return true end)
}))
'''
position = "at"
payload = '''
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = (function()
if G.GAME.current_round.current_hand.handname ~= localize('cry_None', "poker_hands") or not G.GAME.hands["cry_None"].visible then
G.GAME.current_round.current_hand.handname = ''
end
return true end)
}))
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = '''
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = (function()
if G.GAME.current_round.current_hand.handname ~= localize('cry_None', "poker_hands") or not G.GAME.hands["cry_None"].visible then
G.GAME.current_round.current_hand.handname = ''
end
return true end)
}))
delay(0.3)
'''
position = "at"
payload = '''
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = (function()
if text ~= "cry_None" or not G.GAME.hands["cry_None"].visible then
G.GAME.current_round.current_hand.handname = ''
end
return true end)
}))
delay(0.3)
delay(0.3)
if not (SMODS.Mods["Talisman"] or {}).can_load then
evaluate_play_after(text, disp_text, poker_hands, scoring_hand, non_loc_disp_text, percent, percent_delta)
end
return text, disp_text, poker_hands, scoring_hand, non_loc_disp_text, percent, percent_delta
end
function evaluate_play_after(text, disp_text, poker_hands, scoring_hand, non_loc_disp_text, percent, percent_delta)
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = '''
G.GAME.hands[text].played = G.GAME.hands[text].played + 1
'''
position = "at"
payload = '''
local hand = (G.GAME.hands[text])
if not hand then text = "cry_None"; disp_text = localize("cry_None", "poker_hands") end
hand = G.GAME.hands[text]
if text == "cry_None" then G.GAME.hands["cry_None"].visible = true end
hand.played = hand.played + 1
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "functions/common_events.lua"
pattern = '''
G.GAME.hands[hand].level = math.max(0, G.GAME.hands[hand].level + amount)
G.GAME.hands[hand].mult = math.max(G.GAME.hands[hand].mult + G.GAME.hands[hand].l_mult*amount, 1)
G.GAME.hands[hand].chips = math.max(G.GAME.hands[hand].chips + G.GAME.hands[hand].l_chips*amount, 1)
'''
position = "at"
payload = '''
G.GAME.hands[hand].level = math.max(0, G.GAME.hands[hand].level + amount)
G.GAME.hands[hand].mult = G.GAME.hands[hand].mult + G.GAME.hands[hand].l_mult*amount
G.GAME.hands[hand].chips = G.GAME.hands[hand].chips + G.GAME.hands[hand].l_chips*amount
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "game.lua"
pattern = '''
if #G.hand.cards < 1 and #G.deck.cards < 1 and #G.play.cards < 1 then
end_round()
end
'''
position = "at"
payload = '''
if #G.hand.cards < 1 and #G.deck.cards < 1 and #G.play.cards < 1 and not G.PROFILES[G.SETTINGS.profile].cry_none then
end_round()
end
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "game.lua"
pattern = '''
if #G.hand.cards < 1 and #G.deck.cards < 1 then
end_round()
else
save_run()
G.CONTROLLER:recall_cardarea_focus('hand')
end
'''
position = "at"
payload = '''
if #G.hand.cards < 1 and #G.deck.cards < 1 and not G.PROFILES[G.SETTINGS.profile].cry_none then
end_round()
else
save_run()
G.CONTROLLER:recall_cardarea_focus('hand')
end
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "functions/state_events.lua"
pattern = '''
G.hand.config.card_limit <= 0 and #G.hand.cards == 0 then
'''
position = "at"
payload = '''
G.hand.config.card_limit <= 0 and #G.hand.cards == 0 and not G.PROFILES[G.SETTINGS.profile].cry_none then
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "card.lua"
pattern = '''
local text,disp_text = G.FUNCS.get_poker_hand_info(G.hand.highlighted)
'''
position = "after"
payload = '''
if not text or text == "NULL" then
G.GAME.hands["cry_None"].visible = true
text = "cry_None"
end
'''
match_indent = true
[[patches]]
[patches.pattern]
target = "game.lua"
pattern = '''
if (not G.hand.cards[1]) and G.deck.cards[1] then
G.STATE = G.STATES.DRAW_TO_HAND
G.STATE_COMPLETE = false
else
'''
position = "at"
payload = '''
if (not G.hand.cards[1]) and G.deck.cards[1] and G.hand.config.card_limit > 0 then
G.STATE = G.STATES.DRAW_TO_HAND
G.STATE_COMPLETE = false
else
'''
match_indent = true