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Because the usage of Joker destruction is somewhat limited in the base game, everything around it is currently ad-hoc. For example, Joker that triggers off another Joker being destroyed requires significant patching to make it work.
I do not have a problem with implementing the necessary patches and logic to handle this myself, but the biggest problem is mod compatibility. The most sane way to handle this I found was a Lovely patch to patch every source of Joker destruction (surprisingly not that bad), which obviously breaks with the inclusion of other sources of destruction or another mod trying to handle this in another way. (If there is a better method, please let me know.)
Even if the creation of a new context is handled properly, the logic itself is a massive PITA when combined with other Jokers triggering at the same time. The base game only handles this with card.getting_sliced set by Ceremonial Dagger and Madness
If I wanted to, say, a Joker that destroys a Joker to the right when rerolling the shop, I'd have to manually patch the interaction with this and Flash Card. This gets only even more painful for contexts that trigger a LOT of Jokers, and basically impossible to make compatible with other mods.
I haven't looked through the calculation routine myself, so I'm not sure how feasible this change is. It seems that instead of Jokers themselves checking if they are being destroyed, the calculation routine should keep track of Jokers being destroyed and refuse to trigger them. With the exception of the hypothetical { joker_destruction = true, destroyed= { _joker_to_destroy } } context, because a Joker might have a reason to know it is being destroyed - as a crappy example, picture a Joker that gives you $15 when destroyed).
The text was updated successfully, but these errors were encountered:
Because the usage of Joker destruction is somewhat limited in the base game, everything around it is currently ad-hoc. For example, Joker that triggers off another Joker being destroyed requires significant patching to make it work.
I do not have a problem with implementing the necessary patches and logic to handle this myself, but the biggest problem is mod compatibility. The most sane way to handle this I found was a Lovely patch to patch every source of Joker destruction (surprisingly not that bad), which obviously breaks with the inclusion of other sources of destruction or another mod trying to handle this in another way. (If there is a better method, please let me know.)
Even if the creation of a new context is handled properly, the logic itself is a massive PITA when combined with other Jokers triggering at the same time. The base game only handles this with
card.getting_sliced
set by Ceremonial Dagger and MadnessIf I wanted to, say, a Joker that destroys a Joker to the right when rerolling the shop, I'd have to manually patch the interaction with this and Flash Card. This gets only even more painful for contexts that trigger a LOT of Jokers, and basically impossible to make compatible with other mods.
I haven't looked through the calculation routine myself, so I'm not sure how feasible this change is. It seems that instead of Jokers themselves checking if they are being destroyed, the calculation routine should keep track of Jokers being destroyed and refuse to trigger them. With the exception of the hypothetical
{ joker_destruction = true, destroyed= { _joker_to_destroy } }
context, because a Joker might have a reason to know it is being destroyed - as a crappy example, picture a Joker that gives you $15 when destroyed).The text was updated successfully, but these errors were encountered: