Class prefix: bl
- Required parameters:
key
loc_txt
or localization entry (reference)
- Optional parameters (defaults)
atlas = 'blind_chips', pos = { x = 0, y = 0 }
(reference)- Any atlas specified here must set
atlas_table = 'ANIMATION_ATLAS'
. They
value determines the row to use for the animation. Thex
value is ignored and cycles through each frame of the animation.
- Any atlas specified here must set
discovered = false, no_collection, prefix_config, dependencies
(reference)dollars = 5
: Amount of money obtained when defeated.mult = 2
: Required score relative to the Ante's Base score.boss
: Marks this Blind as a Boss Blind and specifies on which Antes it can appear ({ min = 1, max = 10 }
).max
is an artifact and not functional. Usein_pool
instead for advanced conditions.boss.showdown
: Marks this Blind as a Final Boss Blind that shows up on every multiple of the winning Ante.min
is ignored, usein_pool
to restrict spawning.
boss_colour
: Sets the background colour to use while playing this Blind (e.g.HEX('56789A')
)debuff = {}
: Configure vanilla Blind effects with these fields:- Disallowing hands in full:
hand = { ['Hand Type'] = true}
for a specific set of hands,h_size_ge = n
, must play at leastn
cards,h_size_le = n
, must play at mostn
cards.
- Debuffing cards:
suit = 'Hearts'
for one specific suit,value = '2'
for one specific rank,nominal = n
for all ranks scoringn
base chips,is_face = true
for all face cards.
- These effects are ignored if you specify a
debuff_hand
ordebuff_card
function respectively.
- Disallowing hands in full:
ignore_showdown_check
: Enabling this allowsin_pool
to be evaluated regardless of whether a showdown Boss Blind was requested or not.vars = {}
: variables for the Blind's description in the collection. Fallback ifcollection_loc_vars
isn't set.
In all of the following methods, use the global variable G.GAME.blind
to
refer to the current blind. (The base game uses self
to refer to the current blind in Blind:foo()
.)
set_blind(self)
- Effects that activate when this Blind is selected
disable(self)
- Reverting effects when this Blind gets disabled
defeat(self)
- Reverting effects when this Blind is defeated
drawn_to_hand(self)
- Effects that activate when cards are drawn to hand
press_play(self)
- Effects that activate when a hand is played
recalc_debuff(self, card, from_blind) -> bool
- Determines what cards should be debuffed by this Blind
debuff_hand(self, cards, hand, handname, check) -> bool
- Determines if a hand is disallowed by this Blind
stay_flipped(self, area, card) -> bool
- Determines what cards are drawn face down
modify_hand(self, cards, poker_hands, text, mult, hand_chips) -> number, number, bool
- Used for modifications on the base score of played hands. Expected return values in order are:
- The modified value of
mult
- The modified value of
hand_chips
- A boolean value indicating whether any values were changed
- The modified value of
- Used for modifications on the base score of played hands. Expected return values in order are:
get_loc_debuff_text(self) -> string
- Allows modifying text displayed for debuff warnings on invalid hands
loc_vars(self) -> { vars ?= table, key ?= string }
(reference)- Due to various constraints, the functionality of
loc_vars
on blinds is very limited. Onlyvars
andkey
returns are supported, and noinfo_queue
exists.
- Due to various constraints, the functionality of
collection_loc_vars(self) -> { vars ?= table, key ?= string }
- Used for passing variables to Blind descriptions when viewing the collection. If not defined, the game will use the
vars
field on your object.
- Used for passing variables to Blind descriptions when viewing the collection. If not defined, the game will use the
in_pool(self) -> bool
- For implementing advanced restrictions on when a Blind may appear in a run. This puts
boss.min
andboss.max
restrictions out of effect. - Unless
ignore_showdown_check
is set, this function will not be evaluated in the following cases:- A showdown Boss Blind should appear, but this Blind is a regular Boss Blind.
- A regular Boss Blind should appear, but this Blind is a showdown Boss Blind.
- For implementing advanced restrictions on when a Blind may appear in a run. This puts