#Sorting Mod
1 messages · Page 1 of 1 (latest)
it also avoids blueprint jokers in a way that tries to keep them to the left of the same joker before and after the sort
works great for the late game with negative tags and many duplicate jokers where you could have upwards of 50+ jokers.
not familiar with the right conditions for safe activation of the sorting method though. if anyone knows the right conditions for the if statement in line 12 I would love advice.
also wanted to implement sorting jokers into the right spot with duplicates as they were purchased, but have no idea how to run code at the point when you buy a new joker. Is there an event for that that I couldn't find or any other way of doing it?
Card:add_to_deck
ill post a new version soon with the sorting as they go in and better blueprint joker avoidance
finished the improved blueprint sorting still working on the sort as they are bought code
this sorting should keep any blueprint paired with the same joker it was with before.
With how well the sort works I may just leave it at that. The Cards:add_to_deck is a much more awkward event to work within than a simple key press event, and it keeps presenting weird bugs like messing missing the joker count or creating blank spots in the joker list.
Along with just not properly moving around the bought card.
Btw I only recommend this mod if your a fan of the "Cicero" Joker from Mika's mod, or other mods that deal with a lot of negative tags. Along with the obvious base game Joker "Showman" you can get a massive amount of duplicate jokers and managing them manually is very difficult and inconvenient. This mod helps a lot with that. Only issue I may address in the future is that this mod has no current method of sorting jokers into an efficient order.
its also quite usefull with cryptid
damn right
hey, how do I download it? do I just drop it in as a file?