197 lines
6 KiB
TOML
197 lines
6 KiB
TOML
[manifest]
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version = "1.0.0"
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dump_lua = true
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priority = 0
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# gonna use a separate file for this because it'll be a lot
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# golden text
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[[patches]]
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[patches.pattern]
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target = "functions/UI_definitions.lua"
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pattern = '''
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{n=G.UIT.O, config={id = 'hand_name', func = 'hand_text_UI_set',object = DynaText({string = {{ref_table = G.GAME.current_round.current_hand, ref_value = "handname_text"}}, colours = {G.C.UI.TEXT_LIGHT}, shadow = true, float = true, scale = scale*1.4})}},
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'''
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position = "after"
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payload = '''
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{n=G.UIT.O, config={id = 'cry_asc', func = 'cry_asc_UI_set',object = DynaText({string = {{ref_table = G.GAME.current_round.current_hand, ref_value = "cry_asc_num_text"}}, colours = {G.C.GOLD}, shadow = true, float = true, scale = scale*1})}},
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'''
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match_indent = true
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# state events moment
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = '''
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delay = G.GAME.current_round.current_hand.handname ~= disp_text and 0.4 or 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = G.GAME.hands[text].mult, chips = G.GAME.hands[text].chips})
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'''
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position = "at"
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payload = '''
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delay = G.GAME.current_round.current_hand.handname ~= disp_text and 0.4 or 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = Cryptid.ascend(G.GAME.hands[text].mult), chips = Cryptid.ascend(G.GAME.hands[text].chips)})
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'''
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match_indent = true
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# increment
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = '''
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G.GAME.hands[text].played_this_round = G.GAME.hands[text].played_this_round + 1
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'''
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position = "before"
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payload = '''
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if G.GAME.current_round.current_hand.cry_asc_num and (((type(G.GAME.current_round.current_hand.cry_asc_num) == "table" and G.GAME.current_round.current_hand.cry_asc_num:gt(to_big(G.GAME.cry_exploit_override and 1 or 0)) or G.GAME.current_round.current_hand.cry_asc_num > (G.GAME.cry_exploit_override and 1 or 0)))) then
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G.GAME.cry_asc_played = G.GAME.cry_asc_played and G.GAME.cry_asc_played+1 or 1
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end
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'''
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match_indent = true
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# even worse
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = '''
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mult = mod_mult(G.GAME.hands[text].mult)
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'''
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position = "at"
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payload = '''
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mult = mod_mult(Cryptid.ascend(G.GAME.hands[text].mult))
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'''
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match_indent = true
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# again
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = '''
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hand_chips = mod_chips(G.GAME.hands[text].chips)
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'''
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position = "at"
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payload = '''
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hand_chips = mod_chips(Cryptid.ascend(G.GAME.hands[text].chips))
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'''
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match_indent = true
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# b
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = '''
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update_hand_text({delay = 0}, {chips = G.GAME.hands[hand].chips, StatusText = true})
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'''
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position = "at"
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payload = '''
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update_hand_text({delay = 0}, {chips = Cryptid.ascend(G.GAME.hands[hand].chips), StatusText = true})
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'''
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match_indent = true
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# same old
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[[patches]]
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[patches.pattern]
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target = "functions/common_events.lua"
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pattern = '''
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update_hand_text({delay = 0}, {mult = G.GAME.hands[hand].mult, StatusText = true})
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'''
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position = "at"
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payload = '''
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update_hand_text({delay = 0}, {mult = Cryptid.ascend(G.GAME.hands[hand].mult), StatusText = true})
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'''
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match_indent = true
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# the removal (this is slightly invasive, should switch to regex)
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[[patches]]
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[patches.pattern]
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target = "functions/state_events.lua"
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pattern = '''
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check_and_set_high_score('hand', hand_chips*mult)
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'''
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position = "before"
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payload = '''
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G.E_MANAGER:add_event(Event({
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trigger = 'immediate',
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func = (function() G.GAME.current_round.current_hand.cry_asc_num = 0;G.GAME.current_round.current_hand.cry_asc_num_text = '';return true end)
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}))
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'''
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match_indent = true
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# the rare cardarea inject
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[[patches]]
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[patches.pattern]
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target = "cardarea.lua"
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pattern = '''
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update_hand_text({immediate = true, nopulse = nil, delay = 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = G.GAME.hands[text].mult, chips = G.GAME.hands[text].chips})
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'''
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position = "at"
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payload = '''
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update_hand_text({immediate = true, nopulse = nil, delay = 0}, {handname=disp_text, level=G.GAME.hands[text].level, mult = Cryptid.ascend(G.GAME.hands[text].mult), chips = Cryptid.ascend(G.GAME.hands[text].chips)})
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'''
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match_indent = true
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# hyperspace splasher
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[[patches]]
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[patches.pattern]
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target = "state_events.lua"
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pattern = '''
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if next(find_joker('Splash')) then
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'''
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position = "at"
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payload = '''
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if next(find_joker('Splash')) or G.GAME.used_vouchers.v_cry_hyperspacetether then
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'''
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match_indent = true
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# initialise variables
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[[patches]]
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[patches.pattern]
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target = "game.lua"
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pattern = '''
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chip_total_text = '',
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'''
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position = "after"
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payload = '''
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cry_asc_num = 0,
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cry_asc_num_text = '',
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'''
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match_indent = true
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# i hope this is worth it
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[[patches]]
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[patches.pattern]
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target = "functions/misc_functions.lua"
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pattern = '''
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G.ARGS.score_intensity.required_score = G.GAME.blind and G.GAME.blind.chips or 0
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'''
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position = "after"
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payload = '''
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if G.cry_flame_override and G.cry_flame_override['duration'] > 0 then
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G.cry_flame_override['duration'] = math.max(0, G.cry_flame_override['duration'] - dt)
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end
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'''
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match_indent = true
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# overwrite the value for better pulsing
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[[patches]]
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[patches.pattern]
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target = "functions/button_callbacks.lua"
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pattern = '''
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_F.real_intensity = math.max(0, _F.real_intensity + _F.intensity_vel)
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'''
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position = "after"
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payload = '''
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_F.real_intensity = (G.cry_flame_override and G.cry_flame_override['duration'] > 0) and ((_F.real_intensity + G.cry_flame_override['intensity'])/2) or _F.real_intensity
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'''
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match_indent = true
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# again (this is messy, don't really know how these lines even work)
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[[patches]]
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[patches.pattern]
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target = "functions/button_callbacks.lua"
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pattern = '''
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_F.change = (_F.change or 0)*(1 - 4.*G.real_dt) + ( 4.*G.real_dt)*(_F.real_intensity < _F.intensity - 0.0 and 1 or 0)*_F.real_intensity
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'''
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position = "after"
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payload = '''
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_F.change = (G.cry_flame_override and G.cry_flame_override['duration'] > 0) and ((_F.change + G.cry_flame_override['intensity'])/2) or _F.change
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'''
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match_indent = true
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