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soulcraft.lua
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soulcraft.lua
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--- STEAMODDED HEADER
--- MOD_NAME: Soulcraft
--- MOD_ID: soulcraft
--- MOD_AUTHOR: [AMADEUS]
--- MOD_DESCRIPTION: enhance your jokers through souls
--- BADGE_COLOUR: 9400D3
--- PRIORITY: 999999999999999
------------------------------
----------------------------------------------
------------MOD CODE -------------------------
function SMODS.INIT.soulcraft()
G.localization.misc.dictionary["b_break"] = "分解"
G.localization.misc.dictionary["b_upgrade"] = "升级"
G.localization.misc.dictionary["b_soul"] = "灵魂"
G.localization.misc.dictionary["b_crystal"] = "水晶"
G.localization.misc.dictionary["b_misprint"] = "印错"
G.localization.misc.dictionary["b_glass"] = "玻璃"
G.localization.misc.dictionary["b_chips"] = "筹码"
G.localization.misc.dictionary["b_mult"] = "倍率"
G.localization.misc.dictionary["b_freeroll"] = "免费重掷次数"
G.localization.misc.dictionary["b_points"] = "点数"
G.localization.misc.dictionary["b_sellcost"] = "售价"
G.localization.misc.dictionary["b_limit"] = "额度"
local localization= {
soul_crystal={
name = "灵魂水晶",
text= {
"蕴含{C:blue}灵魂{}的水晶"
}
},
enhance_crystal={
name = "强化水晶",
text= {
"蕴含{C:purple}神秘力量",
"的{C:attention}特殊{}水晶"
}
},
}
local jokers= {
soul_crystal = SMODS.Joker:new("soul_crystal", "soul_crystal",
{extra = "crystal"},
{x = 0,y = 0}, localization["soul_crystal"],
2,5,1,1,1,1
)
,
enhance_crystal = SMODS.Joker:new("enhance_crystal", "enhance_crystal",
{extra = "crystal"},
{x = 0,y = 0}, localization["enhance_crystal"],
2,5,1,1,1,1
)
,
}
for k,v in pairs(jokers) do
SMODS.Sprite:new("j_"..k, SMODS.findModByID("soulcraft").path, k..".png", 71, 95, "asset_atli"):register();
jokers[k]:register()
end
G.localization.descriptions.Other["soul_crystal"] = {
name = "灵魂水晶",
text = {
"通过{C:attention}分解小丑,",
"或{C:attention}使用消耗牌",
"达到一定次数,",
"或其它途径获得",
"能够升级其左侧的一个小丑"
}
}
G.localization.descriptions.Other["enhance_crystal"] = {
name = "强化水晶",
text = {
"通过{C:attention}使用消耗牌",
"达到一定次数,",
"或其它途径获得",
"能够升级其左侧的一个小丑"
}
}
G.localization.descriptions.Other["consumeable_count"] = {
name = "计数",
text = {
"再使用{C:attention}#1#{}次",
"同名消耗牌",
"获得一张{C:purple}水晶",
"{C:inactive}(必须有空间)"
}
}
function SMODS.Jokers.j_soul_crystal.tooltip(card,info_queue)
info_queue[#info_queue+1] = { set = 'Other', key ="soul_crystal" }
end
function SMODS.Jokers.j_enhance_crystal.tooltip(card,info_queue)
info_queue[#info_queue+1] = { set = 'Other', key ="enhance_crystal" }
end
end
-- Soul = {
-- tag = "",
-- name = "",
-- type = "",
-- ability = {},
-- }
-- function Soul:new(tag,name,type,ability)
-- o = {}
-- setmetatable(o, self)
-- o.tag=tag
-- o.name=name or " "
-- o.type=type or " "
-- o.ability=ability or {}
-- return o
-- end
Souls = {}
Soulss = {}
soul_break_blacklist ={
-- j_abstract = true,
}
joker_soul = {
j_abstract = {tag = "j_abstract", extra = 3, banned = false},
j_midas_mask = {tag = "j_midas_mask", sole = true},
j_perkeo = {tag = "j_perkeo"},
j_madness = {tag = "j_madness", extra = 0.5, value = 6},
j_vampire = {tag ="j_vampire" , extra = 0.1, value = 6},
j_mime = {tag = "j_mime", value = 7},
j_dusk = {tag = "j_dusk", value = 4},
j_mystic_summit = {tag = "j_mystic_summit", extra = 0.1, value = 4},
j_baron = {tag = "j_baron", extra = 1.5, value = 5},
j_rough_gem = {tag = "j_rough_gem", extra = 1},
j_oops = {tag = "j_oops", extra = 6},
j_troubadour = {tag = "j_troubadour", value = 3},
j_glass = {tag = "j_glass", sole = true},
j_vagabond = {tag = "j_vagabond"},
j_half = {tag = "j_half", extra = 20},
j_stencil = {tag = "j_stencil", extra = 1},
j_egg = {tag = "j_egg", extra = 3},
j_golden = {tag = "j_golden"},
j_misprint = {tag = "j_misprint", sole = true},
j_baseball = {tag = "j_baseball", extra = 1},
j_credit_card={tag = "j_credit_card", extra = 20},
j_ceremonial = {tag = "j_ceremonial"},
j_banner = {tag = "j_banner"},
j_loyalty_card = {tag = "j_loyalty_card", value = 3},
j_chaos = {tag = "j_chaos", value = 7},
j_blackboard = {tag = "j_blackboard",extra = 3, value = 5},
j_juggler = {tag = "j_juggler", extra = 1, value = 3},
j_drunkard = {tag = "j_drunkard", extra = 1, value = 3},
j_cartomancer = {tag = "j_cartomancer", value = 5},
j_hallucination = {tag = "j_hallucination", extra = 4, dollars = 2, value = 5},
j_luchador = {tag = "j_luchador", value = 5},
j_diet_cola = {tag = "j_diet_cola", value = 2},
}
consumeable_soul = {
c_strength = {tag = "c_strength", extra = 1, usage = 3},
c_chariot = {tag = "c_chariot", extra = 1.5, usage = 6},
c_heirophant = {tag = "c_heirophant", extra = 30, usage = 3},
c_hermit = {tag = "c_hermit", extra = 2, usage = 3, consumeable = true},
c_temperance = {tag = "c_temperance", extra = 5,usage = 3, consumeable = true},
c_emperor = {tag = "c_emperor", extra = 1, usage = 5},
c_judgement = {tag = "c_judgement", extra = 1, usage = 10},
}
rarity_soul = {
common_soul = {tag = "common_soul",name = "普通灵魂" ,chips = 15},
uncommon_soul = {tag = "uncommon_soul",name = "罕见灵魂",mult = 7},
rare_soul = {tag = "rare_soul",name = "稀有灵魂", x_mult = 1.2},
legendary_soul = {tag = "legendary_soul",name = "传奇灵魂", x_chips = 3},
}
enhance_soul = {
enhance_soul_eternal = {tag = "enhance_soul_eternal",name = "不毁", sole = true},
enhance_soul_slot = {tag ="enhance_soul_slot",name = "扩容", extra = 1, consumeable = true},
enhance_soul_split = {tag = "enhance_soul_split",name = "分裂", extra = 10, sole = true},
enhance_soul_mutation = {tag ="enhance_soul_mutation", name = "突变", extra = 2, consumeable = true},
enhance_soul_unwilling = {tag = "enhance_soul_unwilling", name = "蹈节", sole = true, extra = true},
enhance_soul_source = {tag = "enhance_soul_source", name = "本源", extra = 1, level = 1},
enhance_soul_clear = {tag = "enhance_soul_clear", name = "虚无", consumeable = true},
enhance_soul_zhongliu = {tag = "enhance_soul_zhongliu", name = "中流", consumeable = true},
}
souls = {}
local _soul = {joker_soul,rarity_soul,enhance_soul,consumeable_soul}
for i = 1, #_soul do
for k,v in pairs(_soul[i]) do
souls[#souls+ 1] = v
Souls[k] = v
Soulss[k] = {}
end
end
------------------------
Souls.common_soul.text={
"{C:blue}+#1#{}筹码"
}
Souls.uncommon_soul.text={
"{C:red}+#1#{}倍率"
}
Souls.rare_soul.text={
"{X:mult,C:white}x#1#{}倍率"
}
Souls.legendary_soul.text={
"{X:blue,C:white}X#1#{}筹码"
}
------------------------
Souls.enhance_soul_eternal.text={
"选择{C:attention}盲注{}时",
"给予小丑牌{C:dark_edition}永恒{}",
"并使得此牌可以",
"{C:attention}无视永恒{}被售出"
}
Souls.enhance_soul_slot.text={
"{C:attention}+#1#{}{C:blue}灵魂{}槽位"
}
Souls.enhance_soul_split.text={
"选择{C:attention}盲注{}时",
"{C:green}#2#/#1#{}几率{C:attention}复制{}自身",
"{C:inactive}(必须有空间)"
}
Souls.enhance_soul_mutation.text = {
"此牌的某些数值{C:red}X#1#"
}
Souls.enhance_soul_unwilling.text = {
"每个盲注限{C:attention}一次",
"{C:attention}出售{}此牌时",
"加入一张此牌的{C:attention}复制"
}
Souls.enhance_soul_source.text = {
"可叠加升级",
"每级减少{C:blue}#1#%",
"的盲注分数",
"{C:inactive}(当前:{C:purple}#2#{}{C:inactive}级)"
}
Souls.enhance_soul_clear.text = {
"清除此牌",
"的所有{C:blue}灵魂",
"以及易腐,租用,永恒"
}
Souls.enhance_soul_zhongliu.text = {
"{C:attention}重新触发{}一次",
"此牌加入时的效果",
}
------------------------
Souls.j_abstract.text = {
"每有一张{C:attention}小丑牌{}",
"{C:mult}+#1#{}倍率"
}
Souls.j_midas_mask.text = {
"打出的所有{C:attention}人头牌",
"在计分时",
"变成{C:attention}黄金牌"
}
Souls.j_perkeo.text = {
"离开商店时",
"随机复制{C:attention}1{}张消耗牌",
"并给予其{C:dark_edition,s:0.9}负片{}效果"
}
Souls.j_madness.text = {
"选择{C:attention}盲注{}时",
"此牌某些数值{C:mult}+#1#",
"然后{C:attention}摧毁{}一张小丑牌"
}
Souls.j_vampire.text = {
"每打出一张计分的增强牌",
"此牌某些数值{C:mult}+#1#",
"并移除卡牌的{C:attention}增强效果"
}
Souls.j_mime.text = {
"此牌所有的{C:blue}灵魂{}效果",
"将{C:attention}重新触发{}一次"
}
Souls.j_dusk.text = {
"每回合{C:attention}最后一次{}出牌时",
"此牌所有的{C:blue}灵魂{}效果",
"将{C:attention}重新触发{}两次"
}
Souls.j_mystic_summit.text = {
"每次出牌时",
"若剩余{C:attention}弃牌次数{}为{C:attention}0{}",
"则使此牌的某些数值{C:mult}+#1#"
}
Souls.j_baron.text = {
"每张与打出的",
"{C:attention}第一张{}计分牌",
"{C:attention}点数相同{}的手牌",
"将给予{X:mult,C:white}X#1#{}倍率",
}
Souls.j_rough_gem.text = {
"若打出的记分牌的花色",
"是当前所有记分牌中",
"数量{C:attention}最多{}的花色之一",
"其给予{C:money}$#1#"
}
Souls.j_oops.text = {
"每次出牌时",
"将所有以{C:attention}数字标注{}出的",
"{C:green}几率{}暂时{C:green}X#1#{}",
}
Souls.j_troubadour.text = {
"{C:attention}+2{}手牌上限",
"每回合出牌次数{C:attention}-1"
}
Souls.j_glass.text = {
"打出的所有牌",
"将在计分时变为{C:attention}玻璃牌",
}
Souls.j_vagabond.text = {
"每次出牌时",
"如果当前资金数",
"不大于此牌{C:attention}售价",
"则获得一张{C:purple}塔罗牌",
"{C:inactive}(必须有空间)"
}
Souls.j_half.text = {
"如果此牌拥有的",
"{C:blue}灵魂{}数量不大于{C:attention}2",
"则{C:mult}+#1#{}倍率"
}
Souls.j_stencil.text = {
"每个空的{C:blue}灵魂{}槽位",
"获得{X:mult,C:white}X#1#{}倍率",
}
Souls.j_egg.text = {
"回合结束时",
"此牌的售价{C:money}+#1#",
}
Souls.j_golden.text = {
"回合结束时",
"获得等同于此牌",
"{C:money}售价{}的资金",
}
Souls.j_misprint.text = {
"{C:attention}+1{}{C:blue}灵魂{}槽位",
"选择{C:attention}盲注{}时",
"将此牌的其它{C:blue}灵魂",
"{C:attention}替换{}为除此灵魂外的 {C:blue}灵魂"
}
Souls.j_baseball.text = {
"此牌拥有的每个{C:blue}灵魂{}",
"给予{X:mult,C:white}X#1#{}倍率"
}
Souls.j_credit_card.text = {
"可以负债最多{C:red}-20",
"回合结束时",
"额外获得等同于",
"此牌售价的额度",
"{C:inactive}(当前额外额度:{C:attention}#1#{C:inactive})"
}
Souls.j_ceremonial.text = {
"选择{C:attention}盲注{}时",
"摧毁{C:attention}右侧{}的小丑牌",
"并根据此牌的{C:red}稀有度",
"提高被摧毁的牌的购买价格,将之",
"加到此牌的{C:attention}售价{}上",
"{C:inactive}(普通:1倍 罕见:2倍 稀有:3倍){}",
"{C:inactive}(传奇及其他:4倍){}",
}
Souls.j_banner.text = {
"提供等同于本回合中",
"剩余{C:attention}弃牌次数",
"乘此牌{C:money}售价{}的倍率"
}
Souls.j_loyalty_card.text = {
"提供等同于本回合中",
"已使用{C:attention}出牌次数{}的倍率",
}
Souls.j_chaos.text = {
"回合结束时",
"根据此牌{C:red}稀有度{}",
"获得免费重掷次数",
"{C:inactive}(普通:1次 罕见:2次 稀有:3次){}",
"{C:inactive}(传奇及其他:4次){}",
}
Souls.j_blackboard.text = {
"若手牌中不存在",
"与记分牌{C:attention}相同的花色{}",
"则{X:mult,C:white}X#1#{}倍率"
}
Souls.j_drunkard.text = {
"{C:attention}+#1#{}弃牌次数"
}
Souls.j_juggler.text = {
"{C:attention}+#1#{}手牌上限"
}
Souls.j_cartomancer.text = {
"选择{C:attention}盲注{}时",
"随机生成一张{C:purple}水晶",
"{C:inactive}(必须有空间)"
}
Souls.j_hallucination.text = {
"使用消耗牌时",
"有{C:green}#2#/#1#{}几率",
"花费{C:attention}$#3#{}复制此消耗牌",
"{C:inactive}(必须有空间)"
}
Souls.j_luchador.text = {
"每回合{C:attention}第二次{}出牌后",
"会消除当前回合中",
"{C:attention}Boss盲注{}的限制条件"
}
Souls.j_diet_cola.text = {
"出售此牌时",
"{C:attention}重新触发{}一次",
"出售此牌时的效果"
}
------------------------
Souls.c_strength.text = {
"打出的每一张牌",
"在计分时{C:attention}+#1#{}点数"
}
Souls.c_chariot.text = {
"每张手中的{C:attention}钢铁牌",
"额外给予{X:mult,C:white}X#1#{}倍率"
}
Souls.c_heirophant.text = {
"打出的每一张牌",
"在计分时{C:blue}+#1#{}筹码"
}
Souls.c_hermit.text = {
"售价{C:attention}X#1#"
}
Souls.c_temperance.text = {
"获得等同于此牌",
"{C:attention}#1#倍{}售价的{C:money}资金"
}
Souls.c_emperor.text = {
"{C:attention}+#1#{}消耗牌槽位"
}
Souls.c_judgement.text = {
"{C:attention}+#1#{}小丑牌槽位"
}
function soul_vars(soul)
local seq = {soul.chips,soul.x_chips,soul.mult,soul.x_mult,soul.extra,soul.level,G.GAME.probabilities.normal,soul.dollars}
local vars = {}
for k, v in pairs(seq) do
if v then
table.insert(vars,v)
end
end
return vars
end
function create_soul_name(tag)
return Souls[tag].name or localize{type = 'name_text', key = tag, set = G.P_CENTERS[tag].set}.."之魂"
end
for k, v in pairs(Souls) do
local tag = v.tag
G.localization.descriptions.Other["soul"..tag] = {
name = create_soul_name(tag),
text = v.text
}
end
local calculate_jokerref = Card.calculate_joker
function Card.calculate_joker(self, context)
if self.ability.set == "Joker" and not self.debuff then
soul_reps = 1
souls_calculate(self,{soul_repetitions = true})
for i=1, soul_reps do
souls_calculate(self,context)
end
soul_reps = nil
end
return calculate_jokerref(self, context)
end
function souls_calculate(self,context)
for k,v in pairs(self.ability.souls) do
local obj = Soulss[v.tag]
if obj.calculate and type(obj.calculate) == "function" then
obj.calculate(v,self,context)
end
end
end
Soulss.common_soul.calculate = function(self,card,context)
if hand_chips and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
hand_chips = hand_chips + self.chips
update_hand_text({delay = 0}, {chips = hand_chips})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(self.chips)..localize("b_chips"), colour = G.C.BLUE})
end
end
Soulss.uncommon_soul.calculate = function(self,card,context)
if mult and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
mult = mult + self.mult
update_hand_text({delay = 0}, {mult = mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(self.mult)..localize("b_mult"), colour = G.C.RED})
end
end
Soulss.rare_soul.calculate = function(self,card,context)
if mult and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
mult = mult * self.x_mult
update_hand_text({delay = 0}, {mult = mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "X"..tostring(self.x_mult)..localize("b_mult"), colour = G.C.RED})
end
end
Soulss.legendary_soul.calculate = function(self,card,context)
if hand_chips and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
hand_chips = hand_chips * self.x_chips
update_hand_text({delay = 0}, {chips = hand_chips})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "X"..tostring(self.x_chips)..localize("b_chips"), colour = G.C.BLUE})
end
end
Soulss.enhance_soul_eternal.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced then
card:set_eternal(true)
end
end
Soulss.enhance_soul_split.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced then
if pseudorandom("j_enhance_soul_split") < G.GAME.probabilities.normal / self.extra then
if #G.jokers.cards < G.jokers.config.card_limit then
local card = copy_card(card, nil, nil, nil,nil)
card:add_to_deck()
G.jokers:emplace(card)
end
end
end
end
Soulss.enhance_soul_unwilling.calculate = function(self,card,context)
if context.selling_self and self.extra then
self.extra = false
local card_ = copy_card(card, nil, nil, nil,nil)
card_:add_to_deck()
G.jokers:emplace(card_)
end
if context.setting_blind and not card.getting_sliced then
self.extra = true
end
end
Soulss.enhance_soul_source.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced then
G.GAME.blind.chips = G.GAME.blind.chips * (100 - math.min(self.extra * self.level,100)) / 100
end
end
Soulss.j_abstract.calculate = function(self,card,context)
if SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
mult = mult + self.extra * #G.jokers.cards
update_hand_text({delay = 0}, {mult=mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..3*#G.jokers.cards..localize("b_mult"), colour = G.C.RED})
end
end
Soulss.j_midas_mask.calculate = function(self,card,context)
if context.cardarea == G.jokers and context.before then
local faces = {}
for k, v in ipairs(context.scoring_hand) do
if v:is_face() then
faces[#faces+1] = v
v:set_ability(G.P_CENTERS.m_gold, nil, true)
G.E_MANAGER:add_event(Event({
func = function()
v:juice_up()
return true
end
}))
end
end
if #faces > 0 then
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_gold'), colour = G.C.MONEY})
end
end
end
Soulss.j_perkeo.calculate = function(self,card,context)
if context.ending_shop and G.consumeables.cards[1] then
G.E_MANAGER:add_event(Event({
func = function()
local _card = copy_card(pseudorandom_element(G.consumeables.cards, pseudoseed('perkeo')), nil)
_card:set_edition({negative = true}, true)
_card:add_to_deck()
G.consumeables:emplace(_card)
return true
end}))
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_duplicated_ex')})
end
end
Soulss.j_madness.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced then
local madness_increase = self.extra
soul_increase(card,madness_increase)
card_eval_status_text(card, 'extra', nil, nil, nil, {message = "+"..tostring(madness_increase)})
local destructable_jokers = {}
for i = 1, #G.jokers.cards do
if G.jokers.cards[i] ~= card and not G.jokers.cards[i].ability.eternal and not G.jokers.cards[i].getting_sliced then destructable_jokers[#destructable_jokers+1] = G.jokers.cards[i] end
end
local joker_to_destroy = #destructable_jokers > 0 and pseudorandom_element(destructable_jokers, pseudoseed('madness')) or nil
if joker_to_destroy and not card.getting_sliced then
joker_to_destroy.getting_sliced = true
G.E_MANAGER:add_event(Event({func = function()
card:juice_up(0.8, 0.8)
joker_to_destroy:start_dissolve({G.C.RED}, nil, 1.6)
return true end }))
end
end
end
Soulss.j_vampire.calculate = function(self,card,context)
if context.cardarea == G.jokers and context.before then
local vampire_increase=self.extra
local enhanced = {}
for k, v in ipairs(context.scoring_hand) do
if v.config.center ~= G.P_CENTERS.c_base and not v.debuff then
enhanced[#enhanced+1] = v
v:set_ability(G.P_CENTERS.c_base, nil, true)
end
end
if #enhanced > 0 then
for i=1,#enhanced do
soul_increase(card,vampire_increase)
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(vampire_increase)})
end
end
end
end
Soulss.j_mime.calculate = function(self,card,context)
if context.soul_repetitions then
soul_reps = soul_reps + 1
end
end
Soulss.j_dusk.calculate = function(self,card,context)
if context.soul_repetitions and G.GAME.current_round.hands_left == 0 then
soul_reps = soul_reps + 2
end
end
Soulss.j_mystic_summit.calculate = function(self,card,context)
if context.cardarea == G.jokers and context.before and G.GAME.current_round.discards_left == 0 then
soul_increase(card,self.extra)
end
end
Soulss.j_baron.calculate = function(self,card,context)
if context.individual and context.cardarea == G.hand and not context.end_of_round then
if context.other_card.debuff then
card_eval_status_text(context.other_card, 'extra', nil, nil, nil, {message = localize('k_debuffed')})
elseif context.other_card:get_id() == context.scoring_hand[1]:get_id() then
mult = mult * self.extra
update_hand_text({delay = 0}, {mult=mult})
juice_card(card)
card_eval_status_text(context.other_card, 'extra', nil, nil, nil, {message = "X"..self.extra..localize("b_mult"), colour = G.C.RED})
end
end
end
Soulss.j_rough_gem.calculate = function(self,card,context)
if context.individual and context.cardarea == G.play and not context.end_of_round then
local suits={
Spades = 0,
Hearts = 0,
Clubs = 0,
Diamonds = 0,}
for i=1,#context.scoring_hand do
for k,v in pairs(suits) do
if context.scoring_hand[i]:is_suit(k) then
v = v+1
end
end
end
local suit_max = math.max(suits["Spades"],suits["Hearts"],suits["Clubs"],suits["Diamonds"])
for k,v in pairs(suits) do
if v == suit_max then
if context.other_card:is_suit(k) then
ease_dollars(self.extra)
juice_card(card)
card_eval_status_text(context.other_card, 'dollars',1, percent)
break
end
end
end
end
end
Soulss.j_oops.calculate = function(self,card,context)
if context.before and context.cardarea == G.jokers then
for k, v in pairs(G.GAME.probabilities) do
G.GAME.probabilities[k] = v * self.extra
end
end
if context.after and context.cardarea == G.jokers then
for k, v in pairs(G.GAME.probabilities) do
G.GAME.probabilities[k] = v / self.extra
end
end
end
Soulss.j_glass.calculate = function(self,card,context)
if context.before and context.cardarea == G.jokers then
for k, v in ipairs(context.scoring_hand) do
v:set_ability(G.P_CENTERS.m_glass, nil, true)
G.E_MANAGER:add_event(Event({
func = function()
v:juice_up()
return true
end
}))
end
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('b_glass'), colour = G.C.BLUE})
end
end
Soulss.j_vagabond.calculate = function(self,card,context)
if context.after and context.cardarea == G.jokers then
if G.GAME.dollars <= card.sell_cost and #G.consumeables.cards < G.consumeables.config.card_limit then
G.GAME.consumeable_buffer = G.GAME.consumeable_buffer + 1
G.E_MANAGER:add_event(Event({
trigger = 'before',
delay = 0.0,
func = (function()
local card = create_card('Tarot',G.consumeables, nil, nil, nil, nil, nil, 'vag')
card:add_to_deck()
G.consumeables:emplace(card)
G.GAME.consumeable_buffer = 0
return true
end)}))
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_plus_tarot')})
end
end
end
Soulss.j_half.calculate = function(self,card,context)
if SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main and #card.ability.souls <= 2 then
mult = mult + self.extra
update_hand_text({delay = 0}, {mult=mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(self.extra)..localize("b_mult"), colour = G.C.RED})
end
end
Soulss.j_stencil.calculate = function(self,card,context)
if SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
local delta = card.ability.soul_slots_max - #card.ability.souls
if delta > 0 then
mult = mult*(delta * self.extra + 1)
update_hand_text({delay = 0}, {mult=mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "X"..tostring(delta * self.extra + 1)..localize("b_mult"), colour = G.C.RED})
end
end
end
Soulss.j_egg.calculate = function(self,card,context)
if context.end_of_round and not context.individual and not context.repetition then
card.ability.extra_value = card.ability.extra_value + self.extra
card:set_cost()
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_val_up'), colour = G.C.MONEY})
end
end
Soulss.j_golden.calculate = function(self,card,context)
if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then
ease_dollars(card.sell_cost)
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "$"..tostring(card.sell_cost), colour = G.C.MONEY})
end
end
Soulss.j_misprint.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced then
local joker_soul_= {}
for k, v in pairs(joker_soul) do
if v.tag ~= "j_misprint" and not v.banned then
joker_soul_[k] = copy_table(v)
end
end
for k,v in pairs(card.ability.souls) do
if v.tag ~= "j_misprint" then
local random_soul,key = pseudorandom_element(joker_soul_, pseudoseed('j_misprint'))
local soul = copy_table(random_soul)
if random_soul.sole then
joker_soul_[key] = nil
end
local obj = Soulss[v.tag]
if obj.remove and type(obj.remove) == "function" then
obj.remove(v,card)
end
when_upgrade(card,soul)
card.ability.souls[k] = soul
end
end
if #card.ability.souls > 1 then
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('b_misprint'), colour = G.C.RED})
end
end
end
Soulss.j_ceremonial.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced then
for i = 1, #G.jokers.cards do
if G.jokers.cards[i] == card and i < #G.jokers.cards and not G.jokers.cards[i+1].ability.eternal then
local sliced_card = G.jokers.cards[i+1]
sliced_card.getting_sliced = true
local r = {1,2,3,4}
local multiple = r[card.config.center.rarity] or r[4]
G.E_MANAGER:add_event(Event({func = function()
card.ability.extra_value = card.ability.extra_value + multiple * G.jokers.cards[i+1].cost
card:set_cost()
card:juice_up(0.8, 0.8)
G.jokers.cards[i+1]:start_dissolve({HEX("57ecab")}, nil, 1.6)
play_sound('slice1', 0.96+math.random()*0.08)
return true end }))
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(multiple * G.jokers.cards[i+1].cost)..localize("b_sellcost"), colour = G.C.MONEY})
end
end
end
end
Soulss.j_credit_card.calculate = function(self,card,context)
if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then
G.GAME.bankrupt_at = G.GAME.bankrupt_at - card.sell_cost
self.extra = self.extra + card.sell_cost
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(card.sell_cost)..localize("b_limit"), colour = G.C.MONEY})
end
end
Soulss.j_banner.calculate = function(self,card,context)
if mult and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
mult = mult+card.sell_cost * G.GAME.current_round.discards_left
update_hand_text({delay = 0}, {mult = mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(card.sell_cost * G.GAME.current_round.discards_left)..localize("b_mult"), colour = G.C.MULT})
end
end
Soulss.j_baseball.calculate = function(self,card,context)
if mult and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
mult = mult * #card.ability.souls * self.extra
update_hand_text({delay = 0}, {mult=mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "X"..tostring(#card.ability.souls)..localize("b_mult"), colour = G.C.MULT})
end
end
Soulss.j_loyalty_card.calculate = function(self,card,context)
if mult and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
local played = G.GAME.current_round.hands_played + 1
mult = mult * played
update_hand_text({delay = 0}, {mult=mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "X"..tostring(played)..localize("b_mult"), colour = G.C.MULT})
end
end
Soulss.j_chaos.calculate = function(self,card,context)
if context.end_of_round and not context.individual and not context.repetition and not context.blueprint then
local r = {1,2,3,4}
local add = r[card.config.center.rarity] or r[4]
G.GAME.current_round.free_rerolls = G.GAME.current_round.free_rerolls + add
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "+"..tostring(add)..localize("b_freeroll"), colour = G.C.GREEN})
calculate_reroll_cost(true)
end
end
Soulss.j_cartomancer.calculate = function(self,card,context)
if context.setting_blind and not card.getting_sliced and #G.jokers.cards < G.jokers.config.card_limit then
slug = pseudorandom("j_cartomancer") < 0.5 and "j_soul_crystal" or "j_enhance_crystal"
G.E_MANAGER:add_event(Event({trigger = 'after', delay = 0.4, func = function()
play_sound('timpani')
local card = create_card('Joker', G.jokers, nil, nil, nil, nil,slug,'crystal')
card:add_to_deck()
G.jokers:emplace(card)
return true end }))
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('b_crystal'), colour = G.C.PURPLE})
end
end
Soulss.j_blackboard.calculate = function(self,card,context)
if mult and SMODS.end_calculate_context(context) and not context.soul_repetitions and context.joker_main then
local suits = {
Spades = false,
Hearts = false,
Clubs = false,
Diamonds = false,
}
for i = 1, #context.scoring_hand do
for k,v in pairs(suits) do
if context.scoring_hand[i]:is_suit(k) then
suits[k] = true
end
end
end
local have = false
for i = 1, #G.hand.cards do
for k,v in pairs(suits) do
if v and G.hand.cards[i]:is_suit(k) then
have = true
break
end
end
end
if not have then
mult = mult * self.extra
update_hand_text({delay = 0}, {mult = mult})
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = "X"..tostring(self.extra)..localize("b_mult"), colour = G.C.MULT})
end
end
end
Soulss.j_hallucination.calculate = function(self,card,context)
if context.using_consumeable and #G.consumeables.cards < G.consumeables.config.card_limit and pseudorandom("j_cartomancer") < G.GAME.probabilities.normal / self.extra and G.GAME.dollars-G.GAME.bankrupt_at - self.dollars >= 0 then
ease_dollars(-self.dollars)
G.E_MANAGER:add_event(Event({
func = function()
local _card = copy_card(context.consumeable, nil)
_card:add_to_deck()
G.consumeables:emplace(_card)
return true
end}))
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('k_duplicated_ex')})
end
end
Soulss.j_luchador.calculate = function(self,card,context)
if context.after and context.cardarea == G.jokers and G.GAME.blind and G.GAME.blind.boss and not G.GAME.blind.disabled and G.GAME.current_round.hands_played == 1 then
G.GAME.blind:disable()
card_eval_status_text(context.blueprint_card or card, 'extra', nil, nil, nil, {message = localize('ph_boss_disabled')})
end
end
Soulss.j_diet_cola.calculate = function(self,card,context)
if context.selling_self and not context.from_diet then
card:calculate_joker{selling_self = true,from_diet = true}
card:remove_from_deck()
card.added_to_deck = true
end
end
Soulss.c_strength.calculate = function(self,card,context)
if context.individual and context.cardarea == G.play and not context.end_of_round then
G.E_MANAGER:add_event(Event({trigger = 'after',delay = 0.1,func = function()
local card = context.other_card
local suit_prefix = string.sub(card.base.suit, 1, 1)..'_'
local rank_suffix = card.base.id == 14 and 2 or math.min(card.base.id+1, 14)
if rank_suffix < 10 then rank_suffix = tostring(rank_suffix)
elseif rank_suffix == 10 then rank_suffix = 'T'
elseif rank_suffix == 11 then rank_suffix = 'J'
elseif rank_suffix == 12 then rank_suffix = 'Q'
elseif rank_suffix == 13 then rank_suffix = 'K'
elseif rank_suffix == 14 then rank_suffix = 'A'
end
card:set_base(G.P_CARDS[suit_prefix..rank_suffix])
return true end }))
card_eval_status_text(context.other_card, 'extra', nil, nil, nil, {message ="+1"..localize("b_points"), colour = G.C.RED})
end
end
Soulss.c_chariot.calculate = function(self,card,context)
if context.individual and context.cardarea == G.hand and not context.end_of_round then
if context.other_card.debuff then
card_eval_status_text(context.other_card, 'extra', nil, nil, nil, {message = localize('k_debuffed')})
elseif context.other_card.config.center == G.P_CENTERS.m_steel then
mult = mult * self.extra
update_hand_text({delay = 0}, {mult = mult})
juice_card(card)
card_eval_status_text(context.other_card, 'extra', nil, nil, nil, {message = "X"..self.extra..localize("b_mult"), colour = G.C.RED})
end
end
end
Soulss.c_heirophant.calculate = function(self,card,context)
if context.individual and context.cardarea == G.play and not context.end_of_round then
if context.other_card.debuff then
card_eval_status_text(context.other_card, 'extra', nil, nil, nil, {message = localize('k_debuffed')})
else
hand_chips = hand_chips + self.extra
update_hand_text({delay = 0}, {chips = hand_chips})
juice_card(card)
card_eval_status_text(context.other_card,"chips",self.extra)
end
end
end
local new_roundref = new_round
function new_round()
new_roundref()
G.E_MANAGER:add_event(Event({
trigger = 'immediate',
func = function()
G.GAME.blind.chip_text = number_format(G.GAME.blind.chips)
G.FUNCS.blind_chip_UI_scale(G.hand_text_area.blind_chips)