487 lines
13 KiB
Lua
487 lines
13 KiB
Lua
local atlasdeck = {
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object_type = "Atlas",
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key = "atlasdeck",
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path = "atlasdeck.png",
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px = 71,
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py = 95,
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}
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local atlasglowing = {
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object_type = "Atlas",
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key = "glowing",
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path = "b_cry_glowing.png",
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px = 71,
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py = 95,
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}
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local very_fair = {
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object_type = "Back",
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name = "Very Fair Deck",
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key = "very_fair",
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config = { hands = -2, discards = -2, cry_no_vouchers = true },
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pos = { x = 4, y = 0 },
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order = 1,
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--[[loc_vars = function(self, info_queue, center)
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return {vars = {center.effect.config.hands, center.effect.config.discards}}
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end,--]]
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--this doesn't work, will fix later
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atlas = "atlasdeck",
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}
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very_fair_quip = {}
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local equilibrium = {
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object_type = "Back",
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name = "cry-Equilibrium",
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key = "equilibrium",
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order = 3,
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config = { vouchers = { "v_overstock_norm", "v_overstock_plus" }, cry_equilibrium = true },
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pos = { x = 0, y = 1 },
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atlas = "atlasdeck",
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}
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local misprint = {
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object_type = "Back",
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name = "cry-Misprint",
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key = "misprint",
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order = 4,
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config = { cry_misprint_min = 0.1, cry_misprint_max = 10 },
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pos = { x = 4, y = 2 },
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atlas = "atlasdeck",
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}
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local infinite = {
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object_type = "Back",
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name = "cry-Infinite",
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key = "infinite",
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order = 2,
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config = { cry_highlight_limit = 1e20, hand_size = 1 },
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pos = { x = 3, y = 0 },
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atlas = "atlasdeck",
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}
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local conveyor = {
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object_type = "Back",
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name = "cry-Conveyor",
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key = "conveyor",
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order = 7,
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config = { cry_conveyor = true },
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pos = { x = 1, y = 1 },
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atlas = "atlasdeck",
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}
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local CCD = {
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object_type = "Back",
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name = "cry-CCD",
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key = "CCD",
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order = 5,
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config = { cry_ccd = true },
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pos = { x = 0, y = 0 },
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atlas = "atlasdeck",
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}
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local wormhole = {
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object_type = "Back",
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name = "cry-Wormhole",
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key = "wormhole",
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order = 6,
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config = { cry_wormhole = true, cry_negative_rate = 20, joker_slot = -2 },
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pos = { x = 3, y = 4 },
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atlas = "atlasdeck",
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}
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local redeemed = {
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object_type = "Back",
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name = "cry-Redeemed",
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key = "redeemed",
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order = 8,
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config = { cry_redeemed = true },
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pos = { x = 4, y = 4 },
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atlas = "atlasdeck",
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}
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local legendary = {
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object_type = "Back",
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name = "cry-Legendary",
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key = "legendary",
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config = { cry_legendary = true, cry_legendary_rate = 0.2 },
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pos = { x = 0, y = 6 },
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atlas = "atlasdeck",
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order = 15,
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trigger_effect = function(self, args)
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if args.context == "eval" and G.GAME.last_blind and G.GAME.last_blind.boss then
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if G.jokers then
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if #G.jokers.cards < G.jokers.config.card_limit then
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local legendary_poll = pseudorandom(pseudoseed("cry_legendary"))
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legendary_poll = legendary_poll / (G.GAME.probabilities.normal or 1)
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if legendary_poll < self.config.cry_legendary_rate then
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local card = create_card("Joker", G.jokers, true, 4, nil, nil, nil, "")
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card:add_to_deck()
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card:start_materialize()
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G.jokers:emplace(card)
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return true
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else
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card_eval_status_text(
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G.jokers,
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"jokers",
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nil,
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nil,
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nil,
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{ message = localize("k_nope_ex"), colour = G.C.RARITY[4] }
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)
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end
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else
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card_eval_status_text(
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G.jokers,
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"jokers",
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nil,
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nil,
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nil,
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{ message = localize("k_no_room_ex"), colour = G.C.RARITY[4] }
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)
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end
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end
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end
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end,
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}
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local critical = {
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object_type = "Back",
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name = "cry-Critical",
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key = "critical",
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order = 10,
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config = { cry_crit_rate = 0.25, cry_crit_miss_rate = 0.125 },
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pos = { x = 4, y = 5 },
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atlas = "atlasdeck",
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loc_vars = function(self, info_queue, center)
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return { vars = { G.GAME.probabilities.normal or 1 } }
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end,
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trigger_effect = function(self, args)
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if args.context == "final_scoring_step" then
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local crit_poll = pseudorandom(pseudoseed("cry_critical"))
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crit_poll = crit_poll / (G.GAME.probabilities.normal or 1)
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if crit_poll < self.config.cry_crit_rate then
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args.mult = args.mult ^ 2
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update_hand_text({ delay = 0 }, { mult = args.mult, chips = args.chips })
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G.E_MANAGER:add_event(Event({
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func = function()
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play_sound("talisman_emult", 1)
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attention_text({
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scale = 1.4,
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text = localize("cry_critical_hit_ex"),
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hold = 2,
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align = "cm",
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offset = { x = 0, y = -2.7 },
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major = G.play,
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})
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return true
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end,
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}))
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elseif crit_poll < self.config.cry_crit_rate + self.config.cry_crit_miss_rate then
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args.mult = args.mult ^ 0.5
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update_hand_text({ delay = 0 }, { mult = args.mult, chips = args.chips })
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G.E_MANAGER:add_event(Event({
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func = function()
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play_sound("timpani", 1)
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attention_text({
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scale = 1.4,
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text = localize("cry_critical_miss_ex"),
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hold = 2,
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align = "cm",
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offset = { x = 0, y = -2.7 },
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major = G.play,
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})
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return true
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end,
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}))
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end
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delay(0.6)
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return args.chips, args.mult
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end
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end,
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}
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local glowing = {
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object_type = "Back",
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name = "cry-Glowing",
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key = "glowing",
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config = { cry_glowing = true },
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pos = { x = 4, y = 2 },
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order = 9,
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loc_vars = function(self, info_queue, center)
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return { vars = { " " } }
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end,
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atlas = "glowing",
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trigger_effect = function(self, args)
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if args.context == "eval" and G.GAME.last_blind and G.GAME.last_blind.boss then
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for i = 1, #G.jokers.cards do
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if not Card.no(G.jokers.cards[i], "immutable", true) then
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cry_with_deck_effects(G.jokers.cards[i], function(card)
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cry_misprintize(card, { min = 1.25, max = 1.25 }, nil, true)
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end)
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end
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end
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end
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end,
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}
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local beta = {
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object_type = "Back",
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name = "cry-Beta",
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key = "beta",
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config = { cry_beta = true },
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pos = { x = 5, y = 5 },
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order = 13,
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atlas = "atlasdeck",
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}
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local bountiful = {
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object_type = "Back",
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name = "cry-Bountiful",
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key = "bountiful",
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config = { cry_forced_draw_amount = 5 },
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pos = { x = 2, y = 6 },
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order = 14,
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atlas = "atlasdeck",
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}
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local beige = {
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object_type = "Back",
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name = "cry-Beige",
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key = "beige",
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config = { cry_common_value_quad = true },
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pos = { x = 1, y = 6 },
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order = 15,
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atlas = "atlasdeck",
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}
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return {
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name = "Misc. Decks",
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init = function()
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local Backapply_to_runRef = Back.apply_to_run
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function Back.apply_to_run(self)
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Backapply_to_runRef(self)
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if self.effect.config.cry_no_vouchers then
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G.GAME.modifiers.cry_no_vouchers = true
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end
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if self.effect.config.cry_equilibrium then
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G.GAME.modifiers.cry_equilibrium = true
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end
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if self.effect.config.cry_conveyor then
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G.GAME.modifiers.cry_conveyor = true
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end
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if self.effect.config.cry_misprint_min then
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G.GAME.modifiers.cry_misprint_min = (G.GAME.modifiers.cry_misprint_min or 1) * self.effect.config.cry_misprint_min
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G.GAME.modifiers.cry_misprint_max = (G.GAME.modifiers.cry_misprint_max or 1) * self.effect.config.cry_misprint_max
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end
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if self.effect.config.cry_highlight_limit then
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G.GAME.modifiers.cry_highlight_limit = self.effect.config.cry_highlight_limit
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end
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if self.effect.config.cry_ccd then
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G.GAME.modifiers.cry_ccd = true
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end
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if self.effect.config.cry_beta then
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G.GAME.modifiers.cry_beta = true
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G.GAME.pool_flags.beta_deck = true
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end
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if self.effect.config.cry_legendary then
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G.E_MANAGER:add_event(Event({
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func = function()
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if G.jokers then
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local card = create_card("Joker", G.jokers, true, 4, nil, nil, nil, "")
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card:add_to_deck()
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card:start_materialize()
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G.jokers:emplace(card)
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return true
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end
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end,
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}))
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end
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if self.effect.config.cry_wormhole then
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G.E_MANAGER:add_event(Event({
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func = function()
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if G.jokers then
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local card =
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create_card("Joker", G.jokers, nil, "cry_exotic", nil, nil, nil, "cry_wormhole")
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card:add_to_deck()
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card:start_materialize()
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G.jokers:emplace(card)
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return true
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end
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end,
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}))
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end
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if self.effect.config.cry_negative_rate then
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G.GAME.modifiers.cry_negative_rate = self.effect.config.cry_negative_rate
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end
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if self.effect.config.cry_redeemed then
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G.GAME.modifiers.cry_redeemed = true
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end
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if self.effect.config.cry_forced_draw_amount then
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G.GAME.modifiers.cry_forced_draw_amount = self.effect.config.cry_forced_draw_amount
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end
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if self.effect.config.cry_common_value_quad then
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G.GAME.modifiers.cry_common_value_quad = true
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end
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end
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--equilibrium deck patches
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local gcp = get_current_pool
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function get_current_pool(t, r, l, a, override_equilibrium_effect)
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if
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G.GAME.modifiers.cry_equilibrium
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and not override_equilibrium_effect
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and (a == "sho" or t == "Voucher" or t == "Booster")
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then
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if
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t ~= "Enhanced"
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and t ~= "Edition"
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and t ~= "Back"
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and t ~= "Tag"
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and t ~= "Seal"
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and t ~= "Stake"
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then
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if true then -- if not P_CRY_ITEMS then
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-- we're regenerating the pool every time because of banned keys but it's fine tbh
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P_CRY_ITEMS = {}
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local valid_pools = { "Joker", "Consumeables", "Voucher", "Booster" }
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for _, id in ipairs(valid_pools) do
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for k, v in pairs(G.P_CENTER_POOLS[id]) do
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if v.unlocked == true and not center_no(v, "doe", k) and not G.GAME.banned_keys[v.key] then
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P_CRY_ITEMS[#P_CRY_ITEMS + 1] = v.key
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end
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end
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end
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--[[ this doesn't seem to be working
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for k, v in pairs(G.P_CARDS) do
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if v.unlocked == true and not center_no(v, "doe", k) then
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P_CRY_ITEMS[#P_CRY_ITEMS + 1] = v.key
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end
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end
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]]
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end
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if #P_CRY_ITEMS <= 0 then P_CRY_ITEMS[#P_CRY_ITEMS + 1] = 'v_blank' end
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return P_CRY_ITEMS, "cry_equilibrium" .. G.GAME.round_resets.ante
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end
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end
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return gcp(t, r, l, a)
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end
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local gp = get_pack
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function get_pack(k, t)
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if G.GAME.modifiers.cry_equilibrium then
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if not P_CRY_ITEMS then
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P_CRY_ITEMS = {}
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local valid_pools = { "Joker", "Consumeables", "Voucher", "Booster" }
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for _, id in ipairs(valid_pools) do
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for k, v in pairs(G.P_CENTER_POOLS[id]) do
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if not center_no(v, "doe", k) then
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P_CRY_ITEMS[#P_CRY_ITEMS + 1] = v.key
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end
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end
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end
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for k, v in pairs(G.P_CARDS) do
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if not center_no(v, "doe", k) then
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P_CRY_ITEMS[#P_CRY_ITEMS + 1] = v.key
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end
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end
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end
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return G.P_CENTERS[pseudorandom_element(
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P_CRY_ITEMS,
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pseudoseed("cry_equipackbrium" .. G.GAME.round_resets.ante)
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)]
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end
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return gp(k, t)
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end
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--wormhole deck patches
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SMODS.Edition:take_ownership("negative", {
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get_weight = function(self)
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return self.weight * (G.GAME.modifiers.cry_negative_rate or 1)
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end,
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}, true)
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--redeemed deck patches
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local cr = Card.redeem
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function Card:redeem()
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cr(self)
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if G.GAME.modifiers.cry_redeemed then
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if
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#G.play.cards == 0
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and (not G.redeemed_vouchers_during_hand or #G.redeemed_vouchers_during_hand.cards == 0)
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then
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G.cry_redeemed_buffer = {}
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end
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for k, v in pairs(G.P_CENTER_POOLS["Voucher"]) do
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if v.requires and not G.GAME.used_vouchers[v] then
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for _, vv in pairs(v.requires) do
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if vv == self.config.center.key then
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--redeem extra voucher code based on Betmma's Vouchers
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local area
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if G.STATE == G.STATES.HAND_PLAYED then
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if not G.redeemed_vouchers_during_hand then
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G.redeemed_vouchers_during_hand = CardArea(
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G.play.T.x,
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G.play.T.y,
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G.play.T.w,
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G.play.T.h,
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{ type = "play", card_limit = 5 }
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)
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end
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area = G.redeemed_vouchers_during_hand
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else
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area = G.play
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end
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if not G.cry_redeemed_buffer[v.key]
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and v.unlocked then
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local card = create_card("Voucher", area, nil, nil, nil, nil, v.key)
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G.cry_redeemed_buffer[v.key] = true
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card:start_materialize()
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area:emplace(card)
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card.cost = 0
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card.shop_voucher = false
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local current_round_voucher = G.GAME.current_round.voucher
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card:redeem()
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G.GAME.current_round.voucher = current_round_voucher
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G.E_MANAGER:add_event(Event({
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trigger = "after",
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delay = 0,
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func = function()
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card:start_dissolve()
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return true
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end,
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}))
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end
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end
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end
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end
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end
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end
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end
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--glowing deck patches
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local upd = Game.update
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cry_glowing_dt = 0
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function Game:update(dt)
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upd(self, dt)
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cry_glowing_dt = cry_glowing_dt + dt
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if G.P_CENTERS and G.P_CENTERS.b_cry_glowing and cry_glowing_dt > 0.1 then
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cry_glowing_dt = 0
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local obj = G.P_CENTERS.b_cry_glowing
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if obj.pos.x == 1 and obj.pos.y == 4 then
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obj.pos.x = 0
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obj.pos.y = 0
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elseif obj.pos.x < 4 then
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obj.pos.x = obj.pos.x + 1
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elseif obj.pos.y < 6 then
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obj.pos.x = 0
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obj.pos.y = obj.pos.y + 1
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end
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end
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for k, v in pairs(G.I.CARD) do
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if v.children.back and v.children.back.atlas.name == "cry_glowing" then
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v.children.back:set_sprite_pos(G.P_CENTERS.b_cry_glowing.pos or G.P_CENTERS["b_red"].pos)
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end
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end
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end
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end,
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items = {
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atlasdeck,
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very_fair,
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equilibrium,
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misprint,
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infinite,
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conveyor,
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CCD,
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wormhole,
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redeemed,
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legendary,
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critical,
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atlasglowing,
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glowing,
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beta,
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bountiful,
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beige,
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},
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}
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