SMODS.Voucher - Breezebuilder/Steamodded-Wiki GitHub Wiki
Class prefix: v
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Required parameters:
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key, -
loc_txtor localization entry (reference)
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Optional parameters (defaults):
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atlas = 'Voucher', pos = { x = 0, y = 0 }(reference) -
config = {}, unlocked = true, discovered = false, no_collection, prefix_config, dependencies, display_size, pixel_size(reference) -
pools: List of keys to ObjectTypes this center should be injected into- Expects a list of keys like this:
{ ["Foo"] = true, ["Bar"] = true, } -
cost = 10, -
requires: specify a list of one or more vouchers by their full key (e.g.'v_grabber'for vanilla vouchers, or'v_pref_myvoucher'for a modded voucher from the mod with prefix'pref')
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calculate(self, card, context)(reference) -
loc_vars, locked_loc_vars, generate_ui(reference) -
redeem(self, card)- Defines the behavior of a Voucher when redeemed.
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set_ability(self, card, initial, delay_sprites)- Set up initial ability values or manipulate sprites in an advanced way.
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add_to_deck(self, card, from_debuff)- Modify the game state when this card is obtained.
- Cards are considered added when they become undebuffed (in this case,
from_debuffwill be true).
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remove_from_deck(self, card, from_debuff)- Modify the game state when this card is sold, destroyed, or otherwise removed.
- Cards are considered removed when debuffed (in this case,
from_debuffwill be true).
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in_pool(self, args) -> bool, { allow_duplicates = bool }- Define custom logic for when a card is allowed to spawn. A card can spawn if
in_poolreturns true and all other checks are met. -
allow_duplicatesallows this card to spawn when one already exists, even without Showman. - When called from
generate_card_ui, the_appendkey is passed asargs.source.
- Define custom logic for when a card is allowed to spawn. A card can spawn if
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update(self, card, dt)- For actions that happen every frame.
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set_sprites(self, card, front)- For advanced sprite manipulation that happens when a card is created or loaded.
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load(self, card, card_table, other_card)- For modifications to sprites or the card itself when a run is reloaded.
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check_for_unlock(self, args) -> bool- Configure unlock conditions. Refer to the function
check_for_unlockin Balatro's code for more information.
- Configure unlock conditions. Refer to the function
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set_badges(self, card, badges)- Add additional badges, leaving existing badges intact. This function doesn't return; add badges by appending to
badges. - Avoid overwriting existing elements. It will cause text to appear on the top left corner of your screen instead.
- Function for creating badges:
create_badge(_string, _badge_col, _text_col, scaling)-
_string: Text displayed on the badge. -
_badge_col = G.C.GREEN: Background colour. -
_text_col = G.C.WHITE: Text colour. -
_scaling = 1: Relative size of the badge.
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- Example:
{ set_badges = function(self, card, badges) badges[#badges+1] = create_badge(localize('k_your_string'), G.C.RED, G.C.BLACK, 1.2 ) end, } - Add additional badges, leaving existing badges intact. This function doesn't return; add badges by appending to
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set_card_type_badge(self, card, badges)- Same as
set_badges, but bypasses creation of the card type / rarity badge, allowing you to replace it with a custom one.
- Same as
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draw(self, card, layer)- Draws the sprite and shader of the card.