Added art for jokers Blueprint and Brainstorm by @NoWhammies10 and @GreenNinja2525
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-gB4 -Mw4 -Mh4 -m! -pn 16
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@@ -18,3 +18,4 @@ DEF_JOKER_GFX(16)
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DEF_JOKER_GFX(17)
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DEF_JOKER_GFX(17)
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DEF_JOKER_GFX(18)
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DEF_JOKER_GFX(18)
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DEF_JOKER_GFX(19)
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DEF_JOKER_GFX(19)
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DEF_JOKER_GFX(20)
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+1
-2
@@ -36,8 +36,7 @@
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#define DEFAULT_JOKER_ID 0
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#define DEFAULT_JOKER_ID 0
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#define GREEDY_JOKER_ID 1 // This is just an example to show the patern of making joker IDs
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#define GREEDY_JOKER_ID 1 // This is just an example to show the patern of making joker IDs
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#define JOKER_STENCIL_ID 16
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#define JOKER_STENCIL_ID 16
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#define JOKER_BLUEPRINT_ID 99 // This needs to be changed
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#define JOKER_BRAINSTORM_ID 40
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#define JOKER_BRAINSTORM_ID 100 // This needs to be changed
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typedef struct
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typedef struct
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{
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{
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@@ -21,5 +21,6 @@
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#include "joker_gfx17.h"
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#include "joker_gfx17.h"
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#include "joker_gfx18.h"
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#include "joker_gfx18.h"
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#include "joker_gfx19.h"
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#include "joker_gfx19.h"
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#include "joker_gfx20.h"
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#endif
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#endif
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@@ -582,7 +582,6 @@ static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card) {
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return effect;
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return effect;
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}
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}
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__attribute__((unused))
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static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
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static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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JokerEffect effect = {0};
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List* jokers = get_jokers();
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List* jokers = get_jokers();
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@@ -600,7 +599,6 @@ static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
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return effect;
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return effect;
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}
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}
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__attribute__((unused))
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static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
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static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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JokerEffect effect = {0};
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static bool in_brainstorm = false;
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static bool in_brainstorm = false;
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@@ -610,9 +608,8 @@ static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
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List* jokers = get_jokers();
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List* jokers = get_jokers();
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JokerObject* first_joker = list_get(jokers, 0);
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JokerObject* first_joker = list_get(jokers, 0);
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// JOKER_BRAINSTORM_ID (joker.h) will need to be updated
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if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID) {
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if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID) {
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// manually flip this to avoid infinite blueprint + brainstorm loops
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// Static var to avoid infinite blueprint + brainstorm loops
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in_brainstorm = true;
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in_brainstorm = true;
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effect = joker_get_score_effect(first_joker->joker, scored_card);
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effect = joker_get_score_effect(first_joker->joker, scored_card);
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in_brainstorm = false;
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in_brainstorm = false;
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@@ -671,12 +668,12 @@ const JokerInfo joker_registry[] = {
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{ RARE_JOKER, 8, the_family_joker_effect}, // 36
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{ RARE_JOKER, 8, the_family_joker_effect}, // 36
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{ RARE_JOKER, 8, the_order_joker_effect}, // 37
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{ RARE_JOKER, 8, the_order_joker_effect}, // 37
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{ RARE_JOKER, 8, the_tribe_joker_effect}, // 38
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{ RARE_JOKER, 8, the_tribe_joker_effect}, // 38
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{ RARE_JOKER, 10, blueprint_joker_effect }, // 39
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{ RARE_JOKER, 10, brainstorm_joker_effect }, // 40
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// The following jokers don't have sprites yet,
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// The following jokers don't have sprites yet,
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// uncomment them when their sprites are added.
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// uncomment them when their sprites are added.
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#if 0
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#if 0
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{ RARE_JOKER, 10, blueprint_joker_effect },
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{ RARE_JOKER, 10, brainstorm_joker_effect },
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{ UNCOMMON_JOKER, 7, bootstraps_joker_effect},
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{ UNCOMMON_JOKER, 7, bootstraps_joker_effect},
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{ COMMON_JOKER, 5, shoot_the_moon_joker_effect},
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{ COMMON_JOKER, 5, shoot_the_moon_joker_effect},
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#endif
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#endif
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