a2d16ae12f
New integrations.lua, loaded pcall-wrapped at the end of main.lua; every integration gates on its target's global so a missing mod is silence. Both targets load before us by priority. JokerDisplay: each known joker's display definition gains a live '(2 combos)' counter in JD's own parenthetical reminder style -- the same partner count the hover tooltip names -- by appending a dynamic element to reminder_text (created when absent) and wrapping calc_function to fill card.joker_display_values. The wrapper pcalls the original calc and blanks the text when the new jd_combos config toggle is off, so it flips mid-run in both directions. Too Many Jokers: registers the SEARCH_FIELD_FUNCS hook its api.md documents, indexing every joker under its tag labels on both sides, so the collection search finds jokers by 'money', 'Hearts', 'held-card retriggers'. Unknown centers stay nil. The smoke scenario now asserts the JokerDisplay patch against the real mod: 13/13 in-game. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
15 lines
932 B
Lua
15 lines
932 B
Lua
-- Default settings for Joker Combo Advisor. Steamodded loads this table,
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-- persists changes made in the in-game Config tab, and restores them on boot.
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return {
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pulse = true, -- recommended shop jokers pulse periodically
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owned_tooltip = true, -- show "Active combos" tooltip on owned jokers
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partner_highlight = true, -- hovering a joker pulses its owned partners
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sell_advisor = true, -- on a full board, flag the weakest combo piece
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threshold = 4, -- total synergy score needed to recommend a card
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learning_mode = false, -- hide verdicts (pulse, "Strong pick!"), keep reasons
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touch_mode = true, -- enlarge advice text/buttons for phone screens
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jd_combos = true, -- combo counter under jokers (needs JokerDisplay)
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discovered = {}, -- famous pairs the player has fielded (pair keys)
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themes_found = {}, -- synergy themes the player has assembled (tags)
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}
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