While this mod is dedicated to a youtuber, you can still play it without consequences... or is it ?
https://github.com/HuyTheKiller/SauKhongHuDecks/releases/latest
#SauKhongHuDecks: 38 themed decks with unique abilities
1 messages · Page 1 of 1 (latest)
might be peak
last deck requires insane rng to pull off I believe
you can choose to play seeded tho
~~https://github.com/HuyTheKiller/SauKhongHuDecks/releases/tag/v1.1.0~~
2 new decks just dropped 
nice mod lol

wonder how I didn't see this one before
if this mod gets enough attention, I may consider adding sleeves as well
the only problem being the sleeve design 💀
center the deck image and get the sleeve shape
done
(I know it'd be tacky but if it works it works)
you help us so much
is that sarcasm I hear
(to be fair it is a mightily dumb suggestion, I know)
no, Honestly I'm pretty bad at making sleeves, if you can help me, we'd appreciate it.
SauKhongHuDecks - Themed decks with unique ability combos
HAHA YOU THINK I COULD? I can't even boot up gimp at this point
yeah add sleeve to make it easier for modpack
i wanna use the mod with other mods or within the mod itself( for example absolute cinema with saukhonghu)
so having sleeves should be nice
actually I'm classifying absolute cinema and plot hole as exotic
both are effect-heavy and should not exist as sleeves
i mean i can still use it as main deck and others as sleeve
they just not being as versatile
yea, that works
also
the huge problem lies at winning ante modification
e.g. if you go absolute cinema with saukhonghu sleeve winning ante might get to 40
which is impossible
hmmm then maybe u can remove the req for the sleeves
as it being sleeve it will remain broken and not gonna conflict with others
also how does the splash really work
instead of "reach ante x to win", it can say "+x winning ante"
additional Splash counts as retriggers
the deck already has Splash effect
sometime it doesnt work so maybe it conflict with my other mod
i think ima check it out
take a look at lovely.toml
the conflict may come from the patch being nullified by not having a matching target
unlike other decks, Tsaunami requires a patch to apply Splash logic to it
I just sparked an idea
I can have Absolute Cinema and Plot Hole as sleeves, but only available when both CardSleeves and Cryptid are present
it wouldn't hurt to add cross-mod contents 
make sense, but i think cryptid isnt needed
it tend to break and crash everytime it can so it isnt a good idea
card sleeve is disableable, so youshould make it compatable with cardsleeve from the beginning
~~https://github.com/HuyTheKiller/SauKhongHuDecks/releases/tag/v1.2.0~~ clap clap, 2 more decks just dropped 
hell yeah
it's always funny to realize
I forgor to bump version in modname.json
it still appears as 1.1.0 in-game 💀
dw, I'm quick-adding Tsaunami Sleeve rn
i cant believe that i can do it
it looks bent
yes, it has black hole
how's this
tsunami deck + tsunami mod
welp, that's 2 sleeves done
I don't intend to add more until I manage to save myself from a wave of deadlines
~~https://github.com/HuyTheKiller/SauKhongHuDecks/releases/tag/v1.2.1~~ by the meantime, enjoy the sleeves
it works but are the cards supposed to be invisible after being destroyed while scoring
it's only visual
I couldn't find a UX-friendly way
when you think about it hard enough
all decks in this mod favor retriggers
oof
nevermind, 6 sleeve saved me
cool
Cryptid replaces Jimbo with Joseph
that's because they're not destroyed properly
they said it's intentional
h
context.destroying_card
that's how you destroy cards properly during a played hand
thanks for the reminder, I suck at thoroughly reading the docs
but it's already bed time
it iterates through every card (like context.individual, but you refer to the current card as context.destroying_card instead of context.other_card
then you can do logic to check if you wanna destroy it
then return { remove = true } to destroy the card
soooo visual fix soon?
wouldn't have wanted it any other way
I wanna do the same for Sauphanim deck but as enhancement removal instead of destroying
current way removes enhancement on first trigger but retriggers still reward bonus stats
alr, commited, but only the deck works, not the sleeve
just don't use weeormhole sleeve on another deck for now
@sweet nymph 
wow hehe
tsaunami deck is absolutely wonderful
this is the second best thing to happen to splash ever
The big update is coming
i think you put the dependency the wrong way around
this wants a cardsleeves version below 1.6.9?
but cardsleeves said to update your mod for compatibility
i'm confused
huh
I thought conflicts are meant to prevent loading when condition is met
wtf
so it's the same way as dependency, but doesn't require the target mod it's not
but it works on my side
bruh wtf
@lament herald check your CardSleeves
works fine 4 me
ah shit
I only playtested it to make sure the effect should work as intended
never got an actual winning run
yeah i forgot to remove the old cardsleeves version
fun fact: the first idea with this deck was to have exclusive jokers
then it was scrapped because of the efforts being too high in coding
while modifying Splash was too easy
Can you make tatsunami+. Each splash you pick up is negative but every other retrigger joker is deactivated
that sounds annoying
hey if you want negative splashes
tsunami has a lot of those
Not enough
what do you mean not enough
gold splish splash makes 1 every round
the splash deck and sleeve both make 2
rift raft legendary shall be summoned
feel free to look at recent commits to see what I'm cooking 
you know what
I'm giving Tsaunami Sleeve negative boost so that people don't have to use Splash Sleeve
splash sleeve's unique effect with this deck is going to count splash fusions
when i get around to it
i'm pretty busy at the moment
it doesnt get better than splash sleeve
I'm just improving Weeormhole Sleeve as a standalone mod
so that people who did not install yours won’t have to and still get 90% the experience
well yeah im not saying you shouldnt do anything
more broken crap? hell yeah
me when i have cryptid installed
Envious Worm Deck has Cryptid compatibility
huh
Joker rarity is proportional to chance of being destroyed at end of round
supports Cryptid rarity as well
have fun seeing your Exotic go poof
because this bypasses Eternal

How about absolute
haven't tried but I believe it also bypasses Absolute
the reason is simple: Cryptid code checks for Eternal/Absolute before doing stuff
SauKhongHuDecks doesn't
no absolute is different
absolute stops all destruction calls to the object
im pretty sure thats the wording they used
something something TAISMAN COMPAT
ouch
Talisman compat coming soon
is this the correct way to init Talisman compat, I forgor 💀
like i knew
rip
alr committed, can you try main branch to see if it works or not
I don't have enough time to test it myself
works
good to know
SauKhongHuDecks: 21+ themed decks with unique abilities
Wormy Chaos and Omnipotent Worm are already the 22nd and 23rd
~~
just double checking you're cool with this sleeve effect before i put it live @queen olive
may or may not have already coded it before asking whoops
oh the splash sleeve also starts with +$5 i forgot to add that to the description
yea, that's cool
it's live on the patch i just dropped if anyone wants to check it out
behold, my hardest deck ever created
I use a sophisticated function so that you can only spend 90 seconds at most in each Ante
omg that's inverse lavender loop
SauKhongHuDecks: 38 themed decks with unique abilities
At this point i just disabled the command in the code, there way no way for me to gain back all those antes
fun ride tho
lmao
this deck is meant to drive you insane enough so that you give up on winning
the strat would be to score high enough in one hand, then go for a full skip
also have fun trying the Forgotten variant of that 
in case you want some sneak peek 
Lmao, did you skip? You must be someone with freaking insane determination
I just coded mid run that i got +10 ante each run i won xd
but yeah for some reason it sent me 15 do 30 antes back each round
round* not run
dont know if oops all sixes effects the chances
I will play all of them, trying to beat white stakes
Gud luck
Does the Tsaunami deck take into account Splash fusions and evolutions from the Tsunami mod?
already done, have fun @gusty iris
I mean with Splash Sleeve
is it supposed to be mathematically implausible? cause it seems to be losing about six antes per round due to how it does the end of round check (context.end_of_round happens very many times at the end of a round; if it's supposed to do the check exactly once you want context.end_of_round and not context.repetition and not context.individual)
so a "skip skip win" strategy would still lose you about five antes per ante
the intended odds of losing an ante appear to be 1/30
ah, so it depends on the device
I'd love to fix that but I don't have time for a proper release rn 💀
just head to the achievement-set branch and download it for the meantime
The "apply splash" part of tsunami doesnt seem to work. Works fine with splash jokers. Kind worm effect (always draw 5) does not work
lovely patches failed, check Mods/lovely/log to confirm it and then Mods/lovely/dump to pin-point the culprit
it's likely that another mod has interfered
what would an interference look like?
WARN - [♥] Pattern '*then G.E_MANAGER:add_event(Event({ func = function() G.GAME.blind:set_blind(nil, true, nil); return true end })) end' on target 'card.lua' for pattern patch from smods-main\lovely\calculate_card_added.toml resulted in 2 matches, wanted 1
is that this?
you could try a patch more like mine
my patch has survived bettercalc and the splash logic rewrite



you