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Hacky Workarounds for 0.3.0

A topic by TimberJackEB created 65 days ago Views: 1,322 Replies: 2
Viewing posts 1 to 2
(2 edits)

I have made this mod to fix a couple of issues, that being Forced Smile doesn't increase when taking unblocked damage, and Subsume victims don't get dollified.

I have also made a quite flawed fix to Buffer losing stacks even when the damage is blocked. Flawed in that having the exact amount of block to block damage will still reduce stacks, and enemies can't hurt you on the turn they deplete your buffer. It's a buff for the most part, and a separate file.


Find all the fixes here: https://timberjackeb.itch.io/hacky-workarounds-for-030

(1 edit)

Unsolicited feedback incoming:

Hey boss I noticed you've got a few lines of if has_token_stack(buffer, -x) to try and individually catch a bunch of possible cases.

There's an inbuilt thing already that can to do that (under ScriptsConditional>Combat): has_above_token_stack( TOKEN, int ).
So to clear a token with negative stacks, just slap a "not" in front of it:

  • if not has_above_token_stack(buffer,0):
    • clear_tokens(buffer)

Protip if you're using "not has_above_token_stack(0)" you might want to specify  -1 stacks instead of 0 stacks. Otherwise it will "clear" a stack of 0 tokens. Not a massive performance improvement by itself, but it's the principle of the thing. 

Also the has_wearable() condition can check multiple items so has_wearable(earrings_health_3,earrings_health_4) would probably save a cycle or two. But mostly it's much easier to read  in the UI when playing.

(This ain't a criticism or anything it's just a PSA cause I've been editing a mod with a lot of conditions and when using the brainwashing earrings that autoplays your turns the >15s laaaag vs Sandtrap mid-turn when checking/upgrading hundreds of cards before it continued playing gives me PTSD. The smaller the number of checks and scripts that end up actually running, the better.)

Thank you for the feedback. This should help declutter the code.