Added art for jokers Blueprint and Brainstorm by @NoWhammies10 and @GreenNinja2525

This commit is contained in:
MeirGavish
2025-10-08 22:40:15 +03:00
parent 23a14cb76e
commit 4b35b2f7d8
7 changed files with 8 additions and 9 deletions
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@@ -0,0 +1 @@
-gB4 -Mw4 -Mh4 -m! -pn 16
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@@ -17,4 +17,5 @@ DEF_JOKER_GFX(15)
DEF_JOKER_GFX(16)
DEF_JOKER_GFX(17)
DEF_JOKER_GFX(18)
DEF_JOKER_GFX(19)
DEF_JOKER_GFX(19)
DEF_JOKER_GFX(20)
+1 -2
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@@ -36,8 +36,7 @@
#define DEFAULT_JOKER_ID 0
#define GREEDY_JOKER_ID 1 // This is just an example to show the patern of making joker IDs
#define JOKER_STENCIL_ID 16
#define JOKER_BLUEPRINT_ID 99 // This needs to be changed
#define JOKER_BRAINSTORM_ID 100 // This needs to be changed
#define JOKER_BRAINSTORM_ID 40
typedef struct
{
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@@ -21,5 +21,6 @@
#include "joker_gfx17.h"
#include "joker_gfx18.h"
#include "joker_gfx19.h"
#include "joker_gfx20.h"
#endif
+3 -6
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@@ -582,7 +582,6 @@ static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card) {
return effect;
}
__attribute__((unused))
static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
List* jokers = get_jokers();
@@ -600,7 +599,6 @@ static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
return effect;
}
__attribute__((unused))
static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
static bool in_brainstorm = false;
@@ -610,9 +608,8 @@ static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
List* jokers = get_jokers();
JokerObject* first_joker = list_get(jokers, 0);
// JOKER_BRAINSTORM_ID (joker.h) will need to be updated
if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID) {
// manually flip this to avoid infinite blueprint + brainstorm loops
// Static var to avoid infinite blueprint + brainstorm loops
in_brainstorm = true;
effect = joker_get_score_effect(first_joker->joker, scored_card);
in_brainstorm = false;
@@ -671,12 +668,12 @@ const JokerInfo joker_registry[] = {
{ RARE_JOKER, 8, the_family_joker_effect}, // 36
{ RARE_JOKER, 8, the_order_joker_effect}, // 37
{ RARE_JOKER, 8, the_tribe_joker_effect}, // 38
{ RARE_JOKER, 10, blueprint_joker_effect }, // 39
{ RARE_JOKER, 10, brainstorm_joker_effect }, // 40
// The following jokers don't have sprites yet,
// uncomment them when their sprites are added.
#if 0
{ RARE_JOKER, 10, blueprint_joker_effect },
{ RARE_JOKER, 10, brainstorm_joker_effect },
{ UNCOMMON_JOKER, 7, bootstraps_joker_effect},
{ COMMON_JOKER, 5, shoot_the_moon_joker_effect},
#endif