#Twitch Overlay - A deck tracker with twitch overlay [WIP]
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Twitch Overlay - A deck tracker with twitch overlay [WIP]
made a bunch of progress on this. its coming together. we can now read the full shop state. next step is reading the pack states
Currently im working on the mod that can read any game state even modded ones. but once im done with that i want to be able to make a stand alone app that reads the state of the game without the help of SMODS so that fully vanilla streamers can play using my utility too.
So yes i was asking about modded packs because i was wondering how to do it so that its implemented inside of my mod, but when it comes time for me to make the app im gonna remove that feature
Was your question how to get modded objects without SMODS?
no how to get modded pack from smods event
So an SMODS.calculate_context hook isn't working for you?
i might not have updated smods in a while gimme a sec
im still on an old branch using the LSP def, didnt know they had merged it into main
yeah they merged a lot of stuff in beta
This totally helps with getting me up to speed! I'm just trying to return all values I can from each important screen lol
very cool, ill see if the context works now
been working on that for something like 3months and i just started getting velocity because i got a good framework on how to get the data, it feels so great
it takes foreverrrr to get a grasp on this big of a codebase, im jealous
the hook works but context is always blank
i mean to be honest im also staying on a pretty simple layer, just getting the data from the cards, im not creating new cards or anything
just trying to integrate with what everyone else is doing
works for me idk
ok gimme a sec
so what should be the context i should hook into for the opening of the packs @exotic locust ?
context.open_booster
that's very weird
let me check if its because of a thing
local calculate_context_ref = SMODS.calculate_context
function SMODS:calculate_context(context, return_table)
calculate_context_ref(self, context, return_table)
print(context)
if G.shop_jokers ~= nil and G.shop_jokers.cards ~= nil then
local currentlyAvailableJokers = getAllCardContents(G.shop_jokers.cards)
print(JSON.encode(jsonify(currentlyAvailableJokers)))
end
if G.shop_vouchers ~= nil and G.shop_vouchers.cards ~= nil then
local currentlyAvailabkleVouchers = getAllCardContents(G.shop_vouchers.cards)
print(JSON.encode(jsonify(currentlyAvailabkleVouchers)))
end
if G.shop_booster ~= nil and G.shop_booster.cards ~= nil then
local currentlyAvailableBoosters = getAllCardContents(G.shop_booster.cards)
print(JSON.encode(jsonify(currentlyAvailableBoosters)))
end
end
am i doing something wrong here?
i wasnt returning...
yeah
and changing the way im calling the smods functions also did a thing
like i need to call it
SMODS.calculate_context(context,return_table) not SMODS:calculate_context(context,return_table) which is weird, its like the first function i need to call that way
self was always nil
ok so now i know, SMODS function = . vanilla function = :
i havent had to call funcs from G yet only from Game
so yeah like i was thinking, if i try to use SMODS.calculate_context on boosters it also counts vanilla boosters, which i can already parse
i think ill try
SMODS.Booster.update_pack instead
well if that doesn't work you can also just check if it's a vanilla booster
did you resume a run after updating
yeah you need to update cryptid