Jane/src/back.lua

1003 lines
29 KiB
Lua

SMODS.Atlas {
px = 71,
py = 95,
key = "janedecks",
path = Jane.config.texture_pack .. "/b_jane_decks.png",
}
SMODS.Atlas {
px = 73,
py = 95,
key = "janesleeves",
path = Jane.config.texture_pack .. "/sleeve_jane_sleeves.png",
}
local function back(x)
local key = x.key
local apply = x.apply
local calculate = x.calculate
x.apply = function(...)
if apply and G.GAME.selected_sleeve ~= "sleeve_jane_" .. key then
return apply(...)
end
Jane.q(function()
save_run()
end)
end
x.calculate = function(...)
if calculate and G.GAME.selected_sleeve ~= "sleeve_jane_" .. key then
return calculate(...)
end
end
SMODS.Back(x)
local text = x.loc_txt.text
local name = x.loc_txt.name:gsub("Deck$", "Sleeve")
if not CardSleeves then
return
end
G.localization.descriptions.Sleeve = G.localization.descriptions.Sleeve or {}
G.localization.descriptions.Sleeve["sleeve_jane_" .. key .. "_alt"] = x.alt_loc_txt
CardSleeves.Sleeve {
key = key,
pos = x.pos,
atlas = "janesleeves",
loc_txt = {name = name, text = text},
apply = function(self, ...)
-- Game becomes genuinely unplayable if this is allowed.
-- if self.get_current_deck_key() == "b_jane_omega" and G.GAME.selected_sleeve == "sleeve_jane_omega" then
-- if apply then
-- apply(self, ...)
-- end
-- if x.alt_apply then
-- x.alt_apply(self, ...)
-- end
-- return
-- end
local a = (self.get_current_deck_key() == "b_jane_" .. key and x.alt_apply or apply)
if a then
a(self, ...)
end
Jane.q(function()
save_run()
end)
end,
calculate = function(self, ...)
-- Game becomes genuinely unplayable if this is allowed.
-- if self.get_current_deck_key() == "b_jane_omega" and G.GAME.selected_sleeve == "sleeve_jane_omega" then
-- if calculate then
-- calculate(self, ...)
-- end
-- if x.alt_calculate then
-- x.alt_calculate(self, ...)
-- end
-- return
-- end
local c = (self.get_current_deck_key() == "b_jane_" .. key and x.alt_calculate or calculate)
if c then
return c(self, ...)
end
end,
loc_vars = function(self, ...)
local ret = x.loc_vars and x.loc_vars(self, ...) or {}
ret.key = self.get_current_deck_key() == "b_jane_" .. key and self.key .. "_alt" or self.key
return ret
end,
}
end
back {
key = "nitro",
atlas = "janedecks",
pos = {x = 1, y = 1},
loc_txt = {
name = "Acceleration Deck",
text = {
Cryptid and "" or "{C:attention}Ante increases twice{} as strong",
"After defeating the {C:attention}Boss Blind{},",
Cryptid and "set {C:attention}ante {}to the {C:attention}next" or "",
Cryptid and "{C:attention}triangle number {}and create" or "",
Cryptid and "an {C:spectral,E:1}Empowered Tag" or "create a {C:dark_edition}Negative {C:spectral,E:1}Soul",
},
},
alt_loc_txt = {
name = "Jolt Sleeve",
text = {
Cryptid and "{C:attention}Ante number {}scales with {C:attention}square numbers" or "{C:attention}Ante increases twice{} as strong",
"After defeating the {C:attention}Small {}or {C:attention}Big Blind{},",
Cryptid and "create a {C:spectral,E:1}Empowered Tag" or "create a {C:dark_edition}Negative {C:spectral,E:1}Soul",
},
},
loc_vars = function(_, info_queue, _)
if info_queue then
info_queue[#info_queue + 1] = Cryptid and G.P_TAGS.tag_cry_empowered or G.P_CENTERS.c_soul
end
return {vars = {}}
end,
alt_apply = function(_)
G.GAME.win_ante = Cryptid and G.GAME.win_ante * G.GAME.win_ante or G.GAME.win_ante * 4 - 1
G.GAME.alt_nitro = true
G.GAME.nitro = true
end,
apply = function(_)
G.GAME.win_ante = Cryptid and G.GAME.win_ante * (G.GAME.win_ante + 1) / 2 or G.GAME.win_ante * 2 - 1
G.GAME.nitro = true
end,
alt_calculate = function(_, _, context)
if context.end_of_round and not context.individual and not context.repetition and not context.retrigger_joker then
Jane.q(function()
Jane.empowered()
end)
end
end,
calculate = function(_, _, context)
if Jane.is_end_of_ante(context) then
Jane.q(function()
Jane.empowered()
end)
end
end,
}
local rain_world_jokers = {
"j_jane_monk",
"j_jane_survivor",
"j_jane_hunter",
"j_jane_gourmand",
"j_jane_artificer",
"j_jane_spearmaster",
"j_jane_rivulet",
"j_jane_saint",
"j_jane_rot",
}
local is_rain_world_joker = {}
for _, v in pairs(rain_world_jokers) do
is_rain_world_joker[v] = true
end
local function add_rain_world_joker()
if not G.jokers then
return
end
local unobtained = {}
for _, v in pairs(rain_world_jokers) do
if not next(SMODS.find_card(v, true)) then
unobtained[#unobtained + 1] = v
end
end
local chosen = pseudorandom_element(next(unobtained) and unobtained or rain_world_jokers, pseudoseed("karma_deck"))
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, chosen, "karma_deck_next")
card:add_to_deck()
card:start_materialize()
G.jokers:emplace(card)
end
back {
key = "karma",
atlas = "janedecks",
pos = {x = 3, y = 0},
loc_txt = {
name = "Karma Deck",
text = {
"Start with a {C:legendary}Rain World Joker",
"Create another when",
"{C:attention}Boss Blind {}is defeated",
},
},
alt_loc_txt = {
name = "Ascension Sleeve",
text = {
"Start with all {C:legendary}Rain World Jokers {}instead",
"Destroy a random {C:legendary}Rain World Joker {}when",
"{C:attention}Boss Blind {}is defeated, or {C:red}lose",
},
},
alt_apply = function(_)
for _, v in ipairs(rain_world_jokers) do
Jane.q(function()
local card = create_card("Joker", G.jokers, nil, nil, nil, nil, v, "karma_deck_next")
card:add_to_deck()
card:start_materialize()
G.jokers:emplace(card)
play_sound("timpani")
end, 0.2)
end
end,
apply = function(_)
Jane.q(add_rain_world_joker)
end,
alt_calculate = function(_, _, context)
local function l()
if G.STAGE == G.STAGES.RUN then
G.STATE = G.STATES.GAME_OVER
G.STATE_COMPLETE = false
end
end
if not Jane.is_end_of_ante(context) then
return
end
local destructible_jokers = {}
for _, v in pairs(G.jokers.cards) do
if is_rain_world_joker[v.config.center.key] and not ((v.ability or {}).eternal or (v.ability or {}).cry_absolute) then
destructible_jokers[#destructible_jokers + 1] = v
end
end
if not next(destructible_jokers) then
return l()
end
local chosen = pseudorandom_element(destructible_jokers, pseudoseed("karma_deck"))
if chosen then
chosen.getting_sliced = true
chosen:start_dissolve()
end
end,
calculate = function(_, _, context)
if Jane.is_end_of_ante(context) then
add_rain_world_joker()
end
end,
}
back {
key = "mysterious",
atlas = "janedecks",
pos = {x = 1, y = 0},
loc_txt = {
name = "Mysterious Deck",
text = {
"Jokers, consumables, and",
"playing cards are {C:green,E:1}randomized",
"when they are added",
"to your possession",
},
},
alt_loc_txt = {
name = "Sleeve?",
text = {"{C:attention}Ante order {}is {C:green,E:1}randomized"},
},
alt_apply = function(_)
G.GAME.mysterious = true
G.GAME.alt_mysterious = {}
for i = G.GAME.round_resets.ante + 1, G.GAME.round_resets.ante + G.GAME.win_ante - 1 do
G.GAME.alt_mysterious[#G.GAME.alt_mysterious + 1] = {i}
end
pseudoshuffle(G.GAME.alt_mysterious, pseudoseed("mysterious_deck"))
end,
apply = function(_)
G.GAME.mysterious = true
end,
alt_calculate = function(_, _, context)
if context.setting_blind or context.skip_blind then
G.GAME.mysterious_init = true
end
end,
calculate = function(_, _, context)
if context.setting_blind or context.skip_blind then
G.GAME.mysterious_init = true
end
end,
}
local function redeem_omen_globe()
G.GAME.used_vouchers.v_omen_globe = true
G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1
Jane.q(function()
Card.apply_to_run(nil, G.P_CENTERS.v_omen_globe)
end)
end
back {
key = "obsidian",
atlas = "janedecks",
pos = {x = 2, y = 1},
loc_txt = {
name = "Obsidian Deck",
text = {
"{C:attention}Hidden{} cards {C:inactive}(ex. {C:spectral}Black Hole{C:inactive})",
"can {C:attention}appear normally{}",
"Start run with {C:tarot}Omen Globe",
},
},
alt_loc_txt = {
name = "Bedrock Sleeve",
text = {
"{C:attention}Non-hidden {}cards do",
"not {C:attention}normally appear",
},
},
loc_vars = function(_, info_queue, _)
if info_queue then
info_queue[#info_queue + 1] = G.P_CENTERS.v_omen_globe
end
return {vars = {}}
end,
alt_apply = function(_)
G.GAME.alt_obsidian = true
G.GAME.obsidian = true
redeem_omen_globe()
end,
apply = function(_)
G.GAME.obsidian = true
redeem_omen_globe()
end,
}
local orig_get_current_pool = get_current_pool
function get_current_pool(_type, ...)
local pool, pool_key = orig_get_current_pool(_type, ...)
if not G.GAME.alt_obsidian or not ({
Code = true,
Chess = true,
Tarot = true,
Planet = true,
Alphabet = true,
Spectral = true,
jane_tokens = true,
})[_type] then
return pool, pool_key
end
for k, _ in pairs(pool) do
pool[k] = "UNAVAILABLE"
end
for k, v in pairs(G.P_CENTERS) do
if type(v) == "table" and (v.name == "Black Hole" or v.name == "The Soul") or v.hidden then
pool[#pool + 1] = k
end
end
return pool, pool_key
end
local function apply_orrery()
Jane.q(function()
local orrery = {}
G.GAME.orrery = orrery
for k, v in pairs(G.GAME.hands) do
v.mult = 1
v.chips = 150
orrery[k] = {chips = v.chips, level = v.level, mult = v.mult}
end
save_run()
end)
end
local function rebalance_orrery()
local function small(x)
return type(x) == "table" and x:to_number() or x
end
local function hand(name, chip, mul, lv, notif, snd, vol, pit, de)
local config = {
delay = de or 0.3,
pitch = pit or 0.8,
volume = vol or 0.7,
sound = type(snd) == "string" and snd or type(snd) == "nil" and "button",
}
local vals = {
level = lv or "?",
mult = mul or "?",
StatusText = notif,
chips = chip or "?",
handname = name or "????",
}
update_hand_text(config, vals)
end
local orrery = (G.GAME or {}).orrery
if not orrery then
return
end
local count = 0
local hands = {}
local inequalities = 0
local pools = {chips = 0, level = 0, mult = 0}
for k, v in pairs(G.GAME.hands) do
if orrery[k] and
(orrery[k].mult ~= v.mult or
orrery[k].chips ~= v.chips or
orrery[k].level ~= v.level) then
inequalities = inequalities + 1
end
count = count + 1
hands[#hands + 1] = v
pools.mult = v.mult + pools.mult
pools.chips = v.chips + pools.chips
pools.level = v.level + pools.level
end
if inequalities == 0 then
return
end
pools.chips = pools.chips + inequalities * 150
table.sort(hands, function(x, y) return x.order > y.order end)
for i, v in ipairs(hands) do
v.mult = math.floor(pools.mult / count) + (small(pools.mult % count) >= i and 1 or 0)
v.chips = math.floor(pools.chips / count) + (small(pools.chips % count) >= i and 1 or 0)
v.level = math.floor(pools.level / count) + (small(pools.level % count) >= i and 1 or 0)
end
for k, v in pairs(G.GAME.hands) do
orrery[k] = {chips = v.chips, level = v.level, mult = v.mult}
end
hand(localize("k_all_hands"), math.floor(pools.chips / count), math.floor(pools.mult / count),
math.floor(pools.level / count))
delay(1)
update_hand_text({sound = "button", volume = 0.7, pitch = 1.1, delay = 0},
{mult = 0, chips = 0, handname = "", level = ""})
end
back {
key = "orrery",
atlas = "janedecks",
pos = {x = 0, y = 0},
loc_txt = {
name = "Orrery Deck",
text = {
"{C:attention}Hand stats {}are",
"always " .. (Cryptid and "{C:cry_ascendant}" or "{C:attention}") .. "equalized",
},
},
alt_loc_txt = {
name = "Ephemeris Sleeve",
text = {
"{C:blue}Hands{}, {C:red}discards{}, and {C:money}money",
"are always " .. (Cryptid and "{C:cry_ascendant}" or "{C:attention}") .. "equalized",
},
},
alt_apply = function(_)
apply_orrery()
end,
apply = function(_)
apply_orrery()
end,
calculate = rebalance_orrery,
alt_calculate = function(_, _, context)
local function small(x)
return type(x) == "table" and x:to_number() or x
end
if context.setting_blind or context.skip_blind then
G.GAME.alt_orrery = true
end
if not G.GAME.alt_orrery then
return
end
local dollars = G.GAME.dollars
local hands = G.GAME.current_round.hands_left
local discards = G.GAME.current_round.discards_left
local sum = hands + discards + dollars
local new_dollars = math.floor(sum / 3) - dollars
local new_hands = small(math.floor((sum + 2) / 3)) - hands
local new_discards = small(math.floor((sum + 1) / 3)) - discards
if new_dollars ~= 0 then
ease_dollars(new_dollars, true)
end
if new_hands ~= 0 then
ease_hands_played(new_hands, true)
end
if new_discards ~= 0 then
ease_discard(new_discards, true)
end
rebalance_orrery()
end,
}
back {
key = "tortoise",
atlas = "janedecks",
pos = {x = 3, y = 1},
loc_txt = {
name = "Tortoise Deck",
text = {
"{C:attention}Ante increases",
"{C:attention}half{} as strong",
},
},
alt_loc_txt = {
name = "Sleepy Sleeve",
text = {
"{C:attention}Ante {}changes",
"are {C:attention}inverted",
},
},
alt_apply = function(_)
G.GAME.tortoise = true
G.GAME.alt_tortoise = true
end,
apply = function(_)
G.GAME.tortoise = true
end,
}
local function apply_weeck()
G.GAME.weeck = true
Jane.q(function()
if G.GAME.selected_sleeve == "sleeve_jane_omega" then
return
end
local new_card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_wee", "weeck")
new_card.ability.cry_absolute = true
new_card.ability.eternal = true
G.jokers:emplace(new_card)
local add = {}
for _, v in pairs(G.playing_cards) do
if v.base.id == 2 then
v.ability.cry_absolute = true
v.ability.eternal = true
add[#add + 1] = v
else
v:start_dissolve(nil, true)
end
end
for _, v in pairs(add) do
local dupe = copy_card(v)
dupe:start_materialize()
dupe:add_to_deck()
G.hand:emplace(dupe)
G.playing_card = (G.playing_card and G.playing_card + 1) or 1
table.insert(G.playing_cards, dupe)
end
save_run()
end)
end
local function two(x)
if type(x) ~= "table" then
return
end
for k, v in pairs(x) do
if type(v) == "number" then
x[k] = x[k] == 0 and 0 or 2
elseif type(v) == "table" then
two(v)
end
end
end
local eternal_text = Cryptid and "Absolute" or "Eternal"
back {
key = "weeck",
atlas = "janedecks",
pos = {x = 4, y = 1},
loc_txt = {
name = "Weeck",
text = Cryptid and {
"Start with an {C:purple,E:1}" .. eternal_text,
"{C:attention}Wee Joker {}and a deck",
"containing {C:attention}2 {C:purple,E:1}" .. eternal_text,
"{C:attention}2's {}of {C:attention}each suit",
} or {
"Start with an {C:purple,E:1}" .. eternal_text,
"{C:attention}Wee Joker {}and a deck",
"of {C:attention}2 2's {}of {C:attention}each suit",
},
},
alt_loc_txt = {
name = "We",
text = {
"Every stat and",
"card number is {C:attention}2",
"{C:inactive}(If possible)",
},
},
alt_apply = function(_)
local p = G.GAME.starting_params
p.hands = 2
p.dollars = 2
p.discards = 2
G.GAME.skips = 2
p.joker_slots = 2
p.reroll_cost = 2
G.GAME.sunlevel = 2
p.boosters_in_shop = 2
p.consumable_slots = 2
p.vouchers_in_shop = 2
for _, v in pairs(G.GAME.hands) do
v.mult = 2
v.chips = 2
v.level = 2
end
apply_weeck()
end,
apply = function(_)
apply_weeck()
end,
alt_calculate = function(_)
if not G.GAME.we then
G.GAME.we = true
G.hand.config.highlighted_limit = 2
G.hand:change_size(2 - G.hand.config.card_limit)
end
end,
}
local banned_keys = {
sleeve_Seen_Seen = true,
sleeve_jane_omega = true,
}
back {
key = "omega",
atlas = "janedecks",
pos = {x = 5, y = 1},
loc_txt = {
name = "Omega Deck",
text = {
"Applies the {C:legendary,E:1}upsides",
"of {C:attention}every Jane deck",
},
},
alt_loc_txt = {
name = "Epsilon Sleeve",
text = {
"Applies {X:red,C:white}all{} effects of",
"{C:attention}every deck and sleeve",
"{X:black,C:red,E:2,s:2}UNPLAYABLE",
},
},
alt_apply = function(_, ...)
if (Bakery_API or {}).create_charm_area then
Bakery_API.create_charm_area()
end
for _, v in pairs(G.P_CENTERS) do
if v.apply and not banned_keys[v.key] and (v.set == "Back" or v.set == "Sleeve") then
v:apply(...)
end
end
end,
apply = function(_)
apply_orrery()
G.GAME.used_vouchers.v_omen_globe = true
G.GAME.starting_voucher_count = (G.GAME.starting_voucher_count or 0) + 1
Jane.q(function()
local wee = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_wee", "weeck")
G.jokers:emplace(wee)
add_rain_world_joker()
G.GAME.tortoise = true
G.GAME.obsidian = true
G.GAME.mysterious = true
save_run()
end)
end,
alt_calculate = function(_, ...)
for _, v in pairs(G.P_CENTERS) do
if v.calculate and not banned_keys[v.key] and (v.set == "Back" or v.set == "Sleeve") then
v:calculate(...)
end
end
end,
calculate = function(_, _, context)
G.GAME.mysterious = nil
if Jane.is_end_of_ante(context) then
add_rain_world_joker()
Jane.q(function()
Jane.empowered()
end)
end
end,
}
local orig_ante = ease_ante
---@diagnostic disable-next-line: lowercase-global
function ease_ante(mod)
local function next_number(x)
if G.GAME.alt_nitro then
local n = math.sqrt(x) + 1
return n * n
end
local n = (math.sqrt(8 * x + 1) - 1) / 2
return (n + 1) * (n + 2) / 2
end
if G.GAME.alt_mysterious then
if not next(G.GAME.alt_mysterious) then
G.GAME.alt_mysterious = {}
for i = G.GAME.round_resets.ante + 1, G.GAME.round_resets.ante + G.GAME.win_ante do
G.GAME.alt_mysterious[#G.GAME.alt_mysterious + 1] = {i}
end
pseudoshuffle(G.GAME.alt_mysterious, pseudoseed("mysterious_deck"))
end
local target = G.GAME.alt_mysterious[#G.GAME.alt_mysterious][1]
G.GAME.alt_mysterious[#G.GAME.alt_mysterious] = nil
mod = target - G.GAME.round_resets.ante
end
if G.GAME.nitro then
mod = Cryptid and
(G.GAME.round_resets.ante < 0 and -G.GAME.round_resets.ante or
math.ceil(next_number(G.GAME.round_resets.ante) - G.GAME.round_resets.ante)) or
(mod > 0 and mod * 2 or mod)
end
if G.GAME.tortoise and mod > 0 then
local remainder = 0
if mod % 2 == 1 then
G.GAME.tortoise_halved = not G.GAME.tortoise_halved
remainder = G.GAME.tortoise_halved and 0 or 1
end
mod = math.floor(mod / 2) + remainder
end
if G.GAME.alt_tortoise then
mod = mod * -1
end
orig_ante(mod)
end
local orig_emplace = CardArea.emplace
function CardArea:emplace(card, location, stay_flipped)
local function randomize(targets, noanim)
local function go(i)
return function()
local c = targets[i]
c:set_base(pseudorandom_element(G.P_CARDS))
if pseudorandom(pseudoseed("chancetime")) > 1 / (#G.P_CENTER_POOLS["Enhanced"] + 1) then
c:set_ability(pseudorandom_element(G.P_CENTER_POOLS["Enhanced"], pseudoseed("spectral_chance")))
else
c:set_ability(G.P_CENTERS["c_base"])
end
local edition_rate = 2
c:set_edition(poll_edition("standard_edition" .. G.GAME.round_resets.ante, edition_rate, true))
local seal_rate = 10
local seal_poll = pseudorandom(pseudoseed("stdseal" .. G.GAME.round_resets.ante))
if seal_poll > 1 - 0.02 * seal_rate then
local seal_type = pseudorandom(pseudoseed("stdsealtype" .. G.GAME.round_resets.ante))
local seal_list = {}
for k, _ in pairs(G.P_SEALS) do
table.insert(seal_list, k)
end
seal_type = math.floor(seal_type * #seal_list)
c:set_seal(seal_list[seal_type])
else
c:set_seal()
end
if noanim then
c:flip()
play_sound("card3", 0.85 + (i - 0.999) / (#G.hand.cards - 0.998) * 0.3, 0.6)
end
c:juice_up(0.3, 0.3)
end
end
if #targets <= 0 then
return
end
if noanim then
for i = 1, #targets do
go(i)
end
else
for i = 1, #targets do
Jane.q(function()
targets[i]:flip()
play_sound("card1", 1.15 - (i - 0.999) / (#G.hand.cards - 0.998) * 0.3)
targets[i]:juice_up(0.3, 0.3)
end, 0.15)
Jane.q(function()
targets[i]:flip()
play_sound("card1", 1.15 - (i - 0.999) / (#G.hand.cards - 0.998) * 0.3)
targets[i]:juice_up(0.3, 0.3)
end, 0.15)
end
delay(0.2)
for i = 1, #targets do
Jane.q(go(i), 0.1)
end
end
end
local function rnd(seed, excluded_flags, pool, ignore_pooling, attempts)
excluded_flags = excluded_flags or {}
local selection = "n/a"
local passes = 0
local tries = attempts or 500
local pooling = false
if (SMODS.Mods.jane or {}).can_load and (G.GAME or {}).obsidian then
for k, v in ipairs(excluded_flags) do
if v == "hidden" then
table.remove(excluded_flags, k)
break
end
end
end
while true do
passes = 0
pooling = false
tries = tries - 1
local sd = pseudoseed(seed or "jane_rnd_mysterious")
selection = G.P_CENTERS[pseudorandom_element(pool or G.P_CENTER_POOLS.Consumeables, sd).key]
if ignore_pooling then
pooling = true
else
if selection.in_pool and selection:in_pool() then
pooling = true
elseif not selection.in_pool then
pooling = true
end
end
for _, v in pairs(excluded_flags) do
if not selection[v] then
passes = passes + 1
end
end
if (pooling and passes >= #excluded_flags) or tries <= 0 then
return selection
end
end
end
if G.jokers and
G.hand and
G.deck and
G.consumeables and
(self == G.jokers or self == G.hand or self == G.deck or self == G.consumeables) and
G.GAME.mysterious and
card.ability and not
card.ability.mysterious_created and not
card.created_from_split then
card.ability.mysterious_created = true
local cen = card.gc and card:gc()
if cen then
if self == G.jokers then
Jane.q(function()
if card then
if card.added_to_deck then
card:remove_from_deck()
card.added_to_deck = nil
end
card:flip()
card:juice_up(0.3, 0.3)
play_sound("card1", 1, 0.6)
end
end, 0.75)
delay(0.75)
Jane.q(function()
if card then
card:flip()
card:juice_up(0.3, 0.3)
play_sound("card3", 1, 0.6)
card:set_ability(rnd("mysterious_deck_joker", {"no_mysterious"}, G.P_CENTER_POOLS.Joker))
if not card.added_to_deck then
card:add_to_deck()
end
end
end, 0.75)
elseif self == G.consumeables then
Jane.q(function()
if card then
if card.added_to_deck then
card:remove_from_deck()
card.added_to_deck = nil
end
card:flip()
card:juice_up(0.3, 0.3)
play_sound("card1", 1, 0.6)
end
end, 0.75)
delay(0.75)
Jane.q(function()
if card then
card:flip()
card:juice_up(0.3, 0.3)
play_sound("card3", 1, 0.6)
card:set_ability(
rnd("mysterious_deck_consumable", cen.hidden and {} or {"hidden"},
G.P_CENTER_POOLS[cen.set])
)
if not card.added_to_deck then
card:add_to_deck()
end
end
end, 0.75)
elseif (card.base or {}).value or (card.base or {}).suit then
randomize({card}, not G.GAME.mysterious_init)
end
end
Jane.q(function()
if card and self then
orig_emplace(self, card, location, stay_flipped)
end
end)
else
orig_emplace(self, card, location, stay_flipped)
if G.GAME.we then
two(card.ability)
end
end
end