diff --git a/Bunco.lua b/Bunco.lua index 3cae36ac..8a5cc15e 100644 --- a/Bunco.lua +++ b/Bunco.lua @@ -255,7 +255,8 @@ function BUNCOMOD.content.config_tab() G.localization.misc.dictionary.bunc_default_false, '', G.localization.misc.dictionary.bunc_jokerlike_consumable_editions_desc, - G.localization.misc.dictionary.bunc_jokerlike_consumable_editions_desc_2 + G.localization.misc.dictionary.bunc_jokerlike_consumable_editions_desc_2, + G.localization.misc.dictionary.bunc_jokerlike_consumable_editions_desc_3 }, ref_table = BUNCOMOD.content.config, ref_value = 'jokerlike_consumable_editions', @@ -8005,7 +8006,7 @@ for i = 1, 4 do -- Blind loc_vars = function(self, info_queue, card) return {key = 'p_bunc_blind', vars = {self.config.extra}} end, - config = {extra = 3, choose = 1}, + config = {extra = 3}, cost = 8, weight = 1, diff --git a/config.lua b/config.lua index f1954849..6bfff2d6 100644 --- a/config.lua +++ b/config.lua @@ -1,21 +1,21 @@ return { - colorful_finishers = true; -- Makes the finisher blinds (such as Verdant Leaf) have their own colors + colorful_finishers = true, -- Makes the finisher blinds (such as Verdant Leaf) have their own colors -- Values: true/false (default: true) - high_quality_shaders = true; -- Makes some things like the background render at a higher quality + high_quality_shaders = true, -- Makes some things like the background render at a higher quality -- Values: true/false (default: true) - jokerlike_consumable_editions = false; -- Enabling this will revert vanilla behaviour of editions on consumables - they will always affect card calculation + jokerlike_consumable_editions = false, -- Enabling this will revert vanilla behaviour of editions on consumables - they will always affect card calculation -- Values: true/false (default: false) - fixed_badges = false; -- Changes how badges on the planets work - "Planet" for every non-hidden planet and "Planet?" for secret poker hand planets + fixed_badges = false, -- Changes how badges on the planets work - "Planet" for every non-hidden planet and "Planet?" for secret poker hand planets -- Values: true/false (default: false) - fixed_sprites = true; -- Fixes some stray pixels and various weirdness + fixed_sprites = true, -- Fixes some stray pixels and various weirdness -- Values: true/false (default: true) - gameplay_reworks = true; -- Reworks some of the vanilla features + gameplay_reworks = true, -- Reworks some of the vanilla features -- Values: true/false (default: true) } \ No newline at end of file diff --git a/localization/default.lua b/localization/default.lua index 217fcdbc..d9b1bf69 100644 --- a/localization/default.lua +++ b/localization/default.lua @@ -5,28 +5,29 @@ return { -- Config values bunc_colorful_finishers = 'Colorful Final Blinds', - bunc_colorful_finishers_desc = 'Enables colorful backgrounds for the final blinds', - bunc_colorful_finishers_desc_2 = 'and removes gray background in the Endless Mode', + bunc_colorful_finishers_desc = 'Enables colorful backgrounds for final blinds', + bunc_colorful_finishers_desc_2 = 'and removes gray background in Endless Mode', bunc_high_quality_shaders = 'High Quality Shaders', - bunc_high_quality_shaders_desc = 'Makes some of the vanilla shaders', - bunc_high_quality_shaders_desc_2 = 'render in higher quality (might cause lag)', + bunc_high_quality_shaders_desc = 'Makes some vanilla shaders render', + bunc_high_quality_shaders_desc_2 = 'in higher quality (might cause lag)', bunc_fixed_sprites = 'Fixed Sprites', - bunc_fixed_sprites_desc = 'Tweaks some sprites in a minor way by removing', - bunc_fixed_sprites_desc_2 = 'stray pixels, improving consistency and high contrast', + bunc_fixed_sprites_desc = 'Tweaks some sprites by removing stray pixels,', + bunc_fixed_sprites_desc_2 = 'improving consistency and high contrast', bunc_gameplay_reworks = 'Gameplay Reworks', - bunc_gameplay_reworks_desc = 'Reworks some of the vanilla mechanics', + bunc_gameplay_reworks_desc = 'Reworks some vanilla mechanics', bunc_gameplay_reworks_desc_2 = 'to make the game more enjoyable', bunc_fixed_badges = 'Fixed Badges', - bunc_fixed_badges_desc = 'Changes the badges on consumables by replacing confusing', - bunc_fixed_badges_desc_2 = 'flavor text with indication of their way of obtaining', + bunc_fixed_badges_desc = 'Changes the badges on Planet cards: replaces confusing', + bunc_fixed_badges_desc_2 = 'flavor text with an indicator for secret hands', - bunc_jokerlike_consumable_editions = 'Editions in Consumables Slot', - bunc_jokerlike_consumable_editions_desc = 'Reverts the vanilla behavior of consumables with', - bunc_jokerlike_consumable_editions_desc_2 = 'editions acting like Jokers (for other conflicting mods)', + bunc_jokerlike_consumable_editions = 'Vanilla Editioned Consumables', + bunc_jokerlike_consumable_editions_desc = 'Keep the vanilla behavior of editioned consumables:', + bunc_jokerlike_consumable_editions_desc_2 = 'editions give Chips/Mult like Jokers', + bunc_jokerlike_consumable_editions_desc_3 = '(for other conflicting mods)', bunc_default_true = 'Enabled by default', bunc_default_false = 'Disabled by default', @@ -221,7 +222,7 @@ return { bunc_consumable_edition_bunc_glitter = { ['name'] = 'Glitter', ['text'] = { - [1] = 'Create a {C:attention}Ultrachips Tag' + [1] = 'Create an {C:attention}Ultrachips Tag' } }, @@ -242,9 +243,9 @@ return { p_bunc_blind = { ['name'] = 'Blind Pack', ['text'] = { - [1] = 'Choose one of up to', - [2] = '{C:attention}#1# Boss Blinds{} to', - [3] = 'replace on this Ante' + [1] = 'Choose {C:attention}1{} of up to {C:attention}#1#', + [2] = '{C:attention}Boss Blinds{} to replace', + [3] = 'this Ante\'s {C:attention}Boss Blind{}' } }, p_bunc_virtual_normal = { @@ -289,15 +290,16 @@ return { ['name'] = 'Hindered', ['text'] = { [1] = 'Stays in place until', - [2] = 'the end of the round', + [2] = 'end of round', [3] = 'after being sold' } }, bunc_reactive = { ['name'] = 'Reactive', ['text'] = { - [1] = 'Debuffed if no blinds', - [2] = 'are skipped this Ante' + [1] = 'Each Ante, debuffed', + [2] = 'until you\'ve', + [3] = 'skipped a blind' } }, @@ -390,9 +392,9 @@ return { c_bunc_lust = { ['name'] = 'Lust', ['text'] = { - [1] = 'Gives {C:money}$#1#{} per every', - [2] = 'playing card held', - [3] = 'in hand {C:inactive}(Max of {C:money}$#2#{C:inactive})', + [1] = 'Gives {C:money}$#1#{} for every', + [2] = 'playing card held in', + [3] = 'hand {C:inactive}(Max of {C:money}$#2#{C:inactive})', [4] = '{C:inactive}(Currently {C:money}$#3#{C:inactive})' }, ['unlock'] = { @@ -457,8 +459,8 @@ return { c_bunc_the_8 = { ['name'] = 'The 8', ['text'] = { - [1] = '{C:attention}Link together{} any', - [2] = 'amount of selected', + [1] = '{C:attention}Link together{}', + [2] = '{C:attention}any number{} of selected', [3] = 'unlinked cards in hand', [4] = '{C:inactive,s:0.6}(Unlimited selection while The 8 is selected)' } @@ -555,7 +557,7 @@ return { ['text'] = { [1] = 'This Joker gains {C:red}+#1#{} Mult', [2] = 'per skipped choice', - [3] = 'in {C:attention}Booster Pack{}', + [3] = 'in a {C:attention}Booster Pack{}', [4] = '{C:inactive}(Currently {C:red}+#2#{C:inactive} Mult)' } }, @@ -646,7 +648,7 @@ return { [5] = '{C:inactive,s:0.8}are lost on its removal' }, ['unlock'] = { - [1] = 'Reduce your deck', + [1] = 'Reduce your deck\'s size', [2] = 'by at least {E:1,C:attention}#1#{} cards', [3] = 'in one round' } @@ -802,7 +804,7 @@ return { j_bunc_doorhanger = { ['name'] = 'Doorhanger', ['text'] = { - [1] = '{C:blue}Common{} Jokers do not appear', + [1] = '{C:blue}Common{} Jokers no longer appear', [2] = '{s:0.8}Different rarities appear instead' }, ['unlock'] = { @@ -817,15 +819,15 @@ return { [1] = 'Scored cards', [2] = 'in {C:attention}winning hand{}', [3] = 'gain {C:chips}+#1#{} Chips until', - [4] = 'end of the next round', + [4] = 'end of next round', } }, j_bunc_zero_shapiro = { ['name'] = 'Zero Shapiro', ['text'] = { [1] = 'Scored {C:attention}Ks{}, {C:attention}Qs{}, {C:attention}Js{},', - [2] = 'or {C:attention}Rankless cards', - [3] = 'have {C:green}#1# in #2#{} chance to', + [2] = 'or {C:attention}rankless cards', + [3] = 'have a {C:green}#1# in #2#{} chance to', [4] = 'create a {C:attention}D6 Tag', } }, @@ -939,7 +941,7 @@ return { ['unlock'] = { [1] = 'Win a run without', [2] = 'ever opening', - [3] = '{C:attention,E:1}Booster Packs' + [3] = 'a {C:attention,E:1}Booster Pack' } }, j_bunc_metallurgist = { @@ -972,8 +974,8 @@ return { }, ['unlock'] = { [1] = 'Win a run with', - [2] = '{C:attention,E:1}High Card{} being the', - [3] = 'most leveled poker hand' + [2] = '{C:attention,E:1}High Card{} as the', + [3] = 'highest level poker hand' } }, j_bunc_headshot = { @@ -1037,7 +1039,7 @@ return { ['unlock'] = { [1] = 'Play a 5 card hand', [2] = 'that contains only', - [3] = '{C:attention,E:1}Flipped{} cards' + [3] = '{C:attention,E:1}flipped{} cards' } }, j_bunc_protester = { @@ -1052,7 +1054,7 @@ return { ['name'] = 'Doodle', ['text'] = { [1] = '{C:attention}Copy{} first {C:tarot}Tarot{} or {C:planet}Planet{}', - [2] = 'card used this round', + [2] = 'card used each round', [3] = '{C:inactive}(Must have room)' }, ['unlock'] = { @@ -1122,11 +1124,10 @@ return { j_bunc_bounty_hunter = { ['name'] = 'Bounty Hunter', ['text'] = { - [1] = 'All sources of money', - [2] = 'give {C:money}1${} less and this Joker', - [3] = 'gains {C:mult}+#1#{} Mult each time', - [4] = 'you earn money', - [5] = '{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)' + [1] = 'When you earn money,', + [2] = 'earn {C:money}$1{} less and', + [3] = 'this Joker gains {C:mult}+#1#{} Mult', + [4] = '{C:inactive}(Currently {C:mult}+#2#{C:inactive} Mult)' }, ['unlock'] = { [1] = 'Have less than {E:1,C:attention}$#1#', @@ -1145,7 +1146,7 @@ return { ['name'] = 'The Joker', ['text'] = { [1] = 'After play, each scored', - [2] = 'card without an enhancement has', + [2] = 'card without an enhancement has a', [3] = '{C:green}#1# in #2#{} chance to be destroyed', }, ['unlock'] = { @@ -1159,12 +1160,13 @@ return { [1] = 'When a {C:attention}7{} is scored,', [2] = '{C:mult}+#1#{} Mult times the', [3] = 'amount of scored {C:attention}7s{}' + -- TODO this wording needs work } }, j_bunc_domino = { ['name'] = 'Domino', ['text'] = { - [1] = 'Upon {C:attention}acquiring{} or {C:attention}using', + [1] = 'When you {C:attention}acquire{} or {C:attention}use', [2] = 'a card from shop or', [3] = 'Booster Pack, acquire {C:attention}2', [4] = 'adjacent cards if possible' @@ -1181,11 +1183,10 @@ return { j_bunc_taped = { ['name'] = 'Taped Jokers', ['text'] = { - [1] = '{C:attention}Link together{} all', - [2] = 'played cards in first', - [3] = 'scored hand during', - [4] = '{C:attention}Boss Blind{}' + [1] = '{C:attention}Link together{} all played cards', + [2] = 'in first hand of {C:attention}Boss Blind{}' } + -- TODO a bit wordy, especially the second half }, j_bunc_rubber_band_ball = { ['name'] = 'Rubber Band Ball', @@ -1199,7 +1200,7 @@ return { ['name'] = 'Headache', ['text'] = { [1] = 'Create an {C:bunco_virtual_dark}Arcade Tag', - [2] = 'for each {C:attention}#1#{} playing', + [2] = 'for every {C:attention}#1#{} playing', [3] = 'cards destroyed', [4] = '{C:inactive}({C:attention}#2#{C:inactive}/#1# cards destroyed)' } @@ -1225,18 +1226,20 @@ return { j_bunc_stylophone = { ['name'] = 'Stylophone', ['text'] = { - [1] = 'Cards give {C:attention}X#1#{} Mult', - [2] = 'of the {C:attention}rank{}', - [3] = 'when scored' + [1] = 'Scored cards add', + [2] = '{C:attention}#1#X{} their {C:attention}rank{}', + [3] = 'to Mult' } }, j_bunc_kite_experiment = { ['name'] = 'Kite Experiment', ['text'] = { - [1] = '{C:green}#1# in #2#{} chance to {C:attention}rescore', - [2] = 'rescored {C:attention}Copper Cards', + [1] = '{C:attention}Rescored{} {C:attention}Copper Cards{} have a', + [2] = '{C:green}#1# in #2#{} chance to {C:attention}score', [3] = 'one additional time' } + -- hm, want to put "rescored Copper Cards" first, to not bury the lede + -- still not sure about this one }, j_bunc_robot = { ['name'] = 'Robot', @@ -1339,7 +1342,7 @@ return { [1] = 'Level up played poker hand', [2] = 'if it contains a {C:attention}Spectrum', [3] = '{C:green}#1# in #2#{} chance this card is', - [4] = 'destroyed at the end of round' + [4] = 'destroyed at end of round' } }, j_bunc_fondue = { @@ -1638,13 +1641,6 @@ return { [3] = '{s:0.8,C:attention}Triple Tag{s:0.8} excluded' } }, - tag_bunc_shopping = { - ['name'] = 'Shopping Tag', - ['text'] = { - [1] = 'Gives {C:attention}1{} free', - [2] = 'shop {C:green}Reroll' - } - }, -- Edition tags @@ -1768,7 +1764,7 @@ return { ['text'] = { [1] = 'Consumables in', [2] = '{C:attention}Booster Packs{} may', - [3] = 'appear with {C:dark_edition}Edition' + [3] = 'have an {C:dark_edition}Edition' } }, v_bunc_supercoating = { @@ -1776,7 +1772,7 @@ return { ['text'] = { [1] = 'All consumables in', [2] = '{C:attention}Booster Packs{} will', - [3] = 'appear with {C:dark_edition}Edition' + [3] = 'have an {C:dark_edition}Edition' }, ['unlock'] = { [1] = 'Use {C:attention,E:1}#1#{} consumables', @@ -1787,19 +1783,19 @@ return { v_bunc_hedge_trimmer = { ['name'] = 'Hedge Trimmer', ['text'] = { - [1] = "Reduce blind's score", + [1] = "Reduce blind's score requirement", [2] = 'by {C:attention}#1#%{} every hand played' } }, v_bunc_chainsaw = { ['name'] = 'Chainsaw', ['text'] = { - [1] = 'All required scores', - [2] = 'reduced by {C:attention}#1#%{}' + [1] = 'Reduce all score requirements', + [2] = 'by {C:attention}#1#%{}' }, ['unlock'] = { - [1] = "Reduce blind's score using", - [2] = 'Hedge Trimmer', + [1] = "Reduce blind's score requirement", + [2] = 'using Hedge Trimmer', [3] = 'a total of {C:attention,E:1}#1#{} times', [4] = '{C:inactive}(#2#)' } @@ -1856,7 +1852,7 @@ return { v_bunc_pin_collector = { ['name'] = 'Pin Collector', ['text'] = { - [1] = 'All new {C:attention}Double Tags', + [1] = 'All future {C:attention}Double Tags', [2] = 'appear as {C:attention}Triple Tags' }, ['unlock'] = { @@ -1868,14 +1864,15 @@ return { v_bunc_arcade_machine = { ['name'] = 'Arcade Machine', ['text'] = { - [1] = '{C:bunco_virtual_dark}Virtual Packs', - [2] = 'appear {C:attention}4X{} more often' + [1] = '{C:bunco_virtual_dark}Virtual Packs{} appear', + [2] = '{C:attention}4X{} more often', + [3] = 'in the shop' } }, v_bunc_polybius = { ['name'] = 'Polybius', ['text'] = { - [1] = '{C:bunco_virtual_dark}Polymino{} cards allow to', + [1] = '{C:bunco_virtual_dark}Polymino{} cards can', [2] = 'link {C:attention}one more{} card', [3] = '{s:0.6,C:inactive}Extra card can be of any property' }, @@ -1890,15 +1887,15 @@ return { m_bunc_copper = { ['name'] = 'Copper Card', ['text'] = { - [1] = 'Rescores if played', - [2] = '{C:attention}adjacent{} to other', - [3] = 'scored Copper Card' + [1] = '{C:attention}Rescores{} if played', + [2] = '{C:attention}adjacent{} to another', + [3] = 'scoring Copper Card' }, }, m_bunc_cracker = { ['name'] = 'Cracker Card', ['text'] = { - [1] = '{C:attention}On discard{} the card is', + [1] = 'On {C:attention}discard{}, this card is', [2] = 'played and then destroyed', }, }, @@ -1916,7 +1913,7 @@ return { ['name'] = 'Pink Stake', ['text'] = { [1] = 'Shop can have {C:attention}Hindered{} Jokers', - [2] = '{C:inactive,s:0.8}(Stays in place until the end of the round after being sold)', + [2] = '{C:inactive,s:0.8}(Stays in place until end of round after being sold)', [3] = '{s:0.8}Applies all previous Stakes' } }, @@ -1924,7 +1921,7 @@ return { ['name'] = 'Magenta Stake', ['text'] = { [1] = 'Shop can have {C:attention}Reactive{} Jokers', - [2] = '{C:inactive,s:0.8}(Debuffed if no blinds are skipped this Ante)', + [2] = '{C:inactive,s:0.8}(Each Ante, debuffed until you\'ve skipped a blind)', [3] = '{s:0.8}Applies all previous Stakes' } } diff --git a/lovely.toml b/lovely.toml index de7adb90..88931458 100644 --- a/lovely.toml +++ b/lovely.toml @@ -604,8 +604,8 @@ if (_c.set == 'Default' or _c.set == 'Enhanced') and card and card.ability and t local all_cards_from_group = {} if card and card.area then if card.area.config.type == 'title' then - for i = 1, #G.deck.cards do - local check_card = G.deck.cards[i] + for i = 1, #G.playing_cards do + local check_card = G.playing_cards[i] if check_card.ability and type(check_card.ability) == 'table' and check_card.ability.group then if check_card.ability.group.id == card.ability.group.id then table.insert(all_cards_from_group, check_card) @@ -613,6 +613,7 @@ if (_c.set == 'Default' or _c.set == 'Enhanced') and card and card.ability and t end end else + -- Kept for efficiency for i = 1, #card.area.cards do local check_card = card.area.cards[i] if check_card.ability and type(check_card.ability) == 'table' and check_card.ability.group then @@ -638,7 +639,7 @@ if (_c.set == 'Default' or _c.set == 'Enhanced') and card and card.ability and t if k == 1 then play_sound('paper1', 0.95 + math.random() * 0.1, 0.3) end ease_value(group_card.T, 'scale', 0.25, nil, 'REAL', true, 0.2) cardarea:emplace(group_card) - if (v.facing == 'back') and v.area ~= G.deck then + if not card.area.config.view_deck and (v.facing == 'back') and v.area ~= G.deck then group_card.sprite_facing = 'back' end end @@ -739,24 +740,6 @@ end ''' -# Linked cards saving (experimental) -[[patches]] -[patches.pattern] -target = 'functions/common_events.lua' -pattern = '''play_sound('card1', 0.85 + percent*0.2/100, 0.6*(vol or 1))''' -position = 'after' -match_indent = true -payload = ''' - -G.E_MANAGER:add_event(Event({blocking = false, trigger = 'after', func = function() - if card and card.ability and card.ability.group then - save_run() - end - return true -end})) - -''' - # function Card:flip() (Cassette) [[patches]] [patches.pattern]