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23 changes: 20 additions & 3 deletions Perma-bonuses.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@

# Permanent bonuses
Card objects can be given permanent permanent bonuses that allow them to add or subtract score, similar to the vanilla Hiker joker. These are only considered on **playing cards** during the scoring phases. These will not be changed by applying enhancements, copying the card, or similar. Steamodded by default handles all the UI elements for this. These were added in `1.0.0~ALPHA-1428c-STEAMODDED`.
Card objects can be given permanent permanent bonuses that allow them to add or subtract score, similar to the vanilla Hiker joker. These are only considered on **playing cards** during the scoring phases. These will not be changed by applying enhancements, copying the card, or similar. Steamodded by default handles all the UI elements for this. These were added in `1.0.0~ALPHA-1428c`. *Blind Size and Score related bonuses were added in `1.0.0~BETA-1531zeebee`*

- [List of all perma-bonuses](#list-of-all-perma-bonuses)
- [Re-implementation of Hiker](#re-implementation-of-hiker)
Expand All @@ -24,6 +24,11 @@ perma_h_x_mult,
perma_p_dollars, -- money on scoring
perma_h_dollars, -- money on held at end of round (like gold cards)

perma_blind_size, -- adds to current blind_size
perma_x_blind_size, -- multiplies current blind_size
perma_h_blind_size, -- adds to current blind_size when held
perma_h_x_blind_size -- multiplies current blind_size when held

perma_repetitions, -- retriggers in any context
```

Expand Down Expand Up @@ -54,8 +59,11 @@ Permanent bonuses are scored in the following order:
3. xchips (enhancement * permanent)
4. xmult (enhancement * permanent)
5. dollars (seals + permanent)
6. all edition effects
7. all joker effects
6. blindsize (permanent, enhancement)
7. xblindsize (permanent, enhancement)
8. (enhancement * permanent)
9. all edition effects
10. all joker effects

Permanent (held) chips get scored at the same time as a playing card's base chips and chips from enhancements. They also show up as a combined number with bonus chips from enhancements in the UI. This is inherited vanilla behaviour. Supports negative values.

Expand All @@ -67,6 +75,10 @@ Permanent xmult gets multiplied with enhancement xmult such as glass when scorin

Permanent held xmult gets multiplied with enhancement held xmult such as steel when scoring, showing as a single multiplied number during scoring. It does show up as a seperate number in the UI when hovering over the card. It does not support negative values, and will do nothing if scored.

Permanent (held) blindsize get scored before the enhancement. It does show up as a seperate number in the UI when hovering over the card. Supports negative values.

Permanent (held) xblindsize get scored before the enhancement. It does show up as a seperate number in the UI when hovering over the card. Does not support final negative xblindsize, and will do nothing if end result is negative.

Permanent held dollars only give money on end of round, similar to the gold enhancement.

Permanent repetitions retrigger the card in any context, both when scored or when in hand (Gold cards, Blue seals, etc.).
Expand All @@ -84,6 +96,11 @@ card_extra_h_mult,
card_extra_h_x_chips,
card_extra_h_x_mult,

card_extra_blind_size,
card_extra_x_blind_size,
card_extra_h_blind_size,
card_extra_h_x_blind_size,

card_extra_p_dollars,
card_extra_h_dollars,

Expand Down
34 changes: 31 additions & 3 deletions Text-Styling.md
Original file line number Diff line number Diff line change
Expand Up @@ -1256,7 +1256,11 @@ Some style codes can be combined within one set of curly braces, like `{X:mult,C
<td>
<code>G.C.RARITY.Common</code>
</td>
<td> </td>
<td align="center">
<picture>
<img src="Assets/Text-Styling/example_common_light.svg" height=16 alt="Rare">
</picture>
</td>
<td align="center" rowspan=3>
Added by<br>Steamodded
</td>
Expand All @@ -1271,7 +1275,11 @@ Some style codes can be combined within one set of curly braces, like `{X:mult,C
<td>
<code>G.C.RARITY.Uncommon</code>
</td>
<td> </td>
<td align="center">
<picture>
<img src="Assets/Text-Styling/example_uncommon_light.svg" height=16 alt="Uncommon">
</picture>
</td>
</tr>
<tr>
<td>
Expand All @@ -1283,7 +1291,11 @@ Some style codes can be combined within one set of curly braces, like `{X:mult,C
<td>
<code>G.C.RARITY.Rare</code>
</td>
<td> </td>
<td align="center">
<picture>
<img src="Assets/Text-Styling/example_rare_light.svg" height=16 alt="Rare">
</picture>
</td>
</tr>
<tr>
<td>
Expand Down Expand Up @@ -1334,6 +1346,22 @@ Some style codes can be combined within one set of curly braces, like `{X:mult,C
<img src="Assets/Text-Styling/example_Joker_light.svg" height=24 alt="Joker">
</td>
<td> </td>
<tr>
<td>
<img src="Assets/Colour-Icons/G.C.DYN_UI.DARK.svg" height=32 alt="#1E2B2DFF"><br><img src="Assets/Colour-Icons/G.C.DYN_UI.DARK-PICKER.svg" height=32 alt="#34744DFF">
</td>
<td>
<b>blind
</td>
<td>
<code>G.C.DYN_UI.DARK</code>
</td>
<td align="center">
<img src="Assets/Text-Styling/example_blind_none_light.svg" height=16 alt="No Blind"><br><img src="Assets/Text-Styling/example_blind_picker_light.svg" height=16 alt="The Picker">
</td>
<td align="center">
Added by<br>Steamodded
</td>
</tr>
</table>

Expand Down