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56 changes: 56 additions & 0 deletions localization/en-us.lua
Original file line number Diff line number Diff line change
Expand Up @@ -5270,6 +5270,62 @@ return {
"in poker hand"
}
},
j_poke_minior = {
name = 'Minior',
text = {
"{X:red,C:white}X#3#{} Mult, {C:attention}Core:{} {C:inactive}({}{V:1}#1#{}{C:inactive}){}",
"{C:inactive}(Transforms after playing #2# hands){}"
}
},
j_poke_minior_mult = {
name = 'Minior (Red Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{} cards",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_minior_wild = {
name = 'Minior (Orange Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{} cards",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_minior_gold = {
name = 'Minior (Yellow Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{} cards",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_minior_lucky = {
name = 'Minior (Green Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{} cards",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_minior_glass = {
name = 'Minior (Blue Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{} cards",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_minior_bonus = {
name = 'Minior (Indigo Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{}",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_minior_steel = {
name = 'Minior (Violet Core)',
text = {
"{C:attention}Stone{} cards are also {V:1}#1#{} cards",
"{C:inactive}(Transforms at end of round){}"
}
},
j_poke_mimikyu = {
name = "Mimikyu",
text = {
Expand Down
96 changes: 95 additions & 1 deletion pokemon/pokejokers_26.lua
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,100 @@
-- Type: Null 772
-- Silvally 773
-- Minior 774
local minior = {
name = "minior",
config = {extra = {enhancement = "mult", revealed = false, core = false, hands_played = 0, Xmult = 1.25}},
loc_vars = function(self, info_queue, card)
type_tooltip(self, info_queue, card)
local vars = {}
local colours = {}
local key = card.ability.extra.core and self.key.."_"..card.ability.extra.enhancement or self.key
local enhancement = card.ability.extra.enhancement:sub(1,1):upper() .. card.ability.extra.enhancement:sub(2)
vars[1] = (card.ability.extra.revealed and enhancement or "???")
vars[2] = math.max( 2 - (card.ability.extra.hands_played), 0)
vars[3] = card.ability.extra.Xmult
colours[1] = (card.ability.extra.revealed and G.C.FILTER or G.C.UI.TEXT_INACTIVE)
vars.colours = colours
return {vars = vars, key = key}
end,
designer = "Sonfive",
rarity = 2,
cost = 6,
enhancement_gate = 'm_stone',
stage = "Basic",
ptype = "Earth",
gen = 7,
blueprint_compat = false,
set_sprites = function(self, card, front)
if card.ability and card.ability.extra and card.ability.extra.hands_played and card.ability.extra.hands_played >= 2 then
local enhancements = {
{name = "mult", pos = { x = 9, y = 3 }},
{name = "wild", pos = { x = 10, y = 3 }},
{name = "gold", pos = { x = 11, y = 3 }},
{name = "lucky", pos = { x = 0, y = 4 }},
{name = "glass", pos = { x = 1, y = 4 }},
{name = "bonus", pos = { x = 2, y = 4 }},
{name = "steel", pos = { x = 8, y = 3 }}
}
for _, enhancement in ipairs(enhancements) do
if card.ability.extra.enhancement == enhancement.name then
card.children.floating_sprite:set_sprite_pos(enhancement.pos)
end
end
end
end,
set_ability = function(self, card, initial, delay_sprites)
if initial then
card.ability.extra.enhancement = pseudorandom_element({
"mult", "wild", "gold", "lucky", "glass", "bonus", "steel"
}, pseudoseed('minior'))
end
end,
calc_dollar_bonus = function(self, card)
if card.ability.extra.core then
card.ability.extra.core = false
card.children.floating_sprite:set_sprite_pos({x = 7, y = 3})
end
card.ability.extra.hands_played = 0
end,
calculate = function(self, card, context)
local abbr = card.ability.extra
if context.joker_main and abbr.hands_played < 2 then
G.E_MANAGER:add_event(Event({
func = function()
abbr.hands_played = abbr.hands_played + 1
return true
end,
}))
return { xmult = card.ability.extra.Xmult }

end
if not context.setting_blind and G.GAME.blind.in_blind and not abbr.core and abbr.hands_played >= 2 then
abbr.revealed = true
local enhancements = {
{name = "mult", pos = { x = 9, y = 3 }},
{name = "wild", pos = { x = 10, y = 3 }},
{name = "gold", pos = { x = 11, y = 3 }},
{name = "lucky", pos = { x = 0, y = 4 }},
{name = "glass", pos = { x = 1, y = 4 }},
{name = "bonus", pos = { x = 2, y = 4 }},
{name = "steel", pos = { x = 8, y = 3 }}
}
abbr.core = true
for _, enhancement in ipairs(enhancements) do
if abbr.enhancement == enhancement.name then
card.children.floating_sprite:set_sprite_pos(enhancement.pos)
end
end
end
if abbr.hands_played >= 2 and context.check_enhancement then
if SMODS.has_enhancement(context.other_card, 'm_stone') then
local key = "m_"..abbr.enhancement
return {[key] = true}
end
end
end,
}
-- Komala 775
-- Turtonator 776
-- Togedemaru 777
Expand Down Expand Up @@ -122,5 +216,5 @@ local mimikyu={
-- Bruxish 779
-- Drampa 780
return {name = "Pokemon Jokers 751-780",
list = {mimikyu},
list = {minior, mimikyu},
}