local code = {
	object_type = "ConsumableType",
	key = "Code",
	primary_colour = HEX("14b341"),
	secondary_colour = HEX("12f254"),
	collection_rows = { 4, 4 }, -- 4 pages for all code cards
	shop_rate = 0.0,
	loc_txt = {},
	default = "c_cry_crash",
	can_stack = true,
	can_divide = true,
	select_card = "consumeables",
	select_button_text = "b_pull",
}

local code_digital_hallucinations_compat = {
	colour = HEX("14b341"),
	loc_key = "cry_plus_code",
	create = function()
		local ccard = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "diha")
		ccard:set_edition({ negative = true }, true)
		ccard:add_to_deck()
		G.consumeables:emplace(ccard)
	end,
}
-- Program Pack, 1/2
local pack1 = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Booster",
	key = "code_normal_1",
	kind = "Code",
	atlas = "pack",
	pos = { x = 0, y = 0 },
	config = { extra = 2, choose = 1 },
	cost = 4,
	order = 805,
	weight = 0.96,
	create_card = function(self, card)
		return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_1")
	end,
	ease_background_colour = function(self)
		ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
		ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
	end,
	loc_vars = function(self, info_queue, card)
		return {
			vars = {
				card and card.ability.choose or self.config.choose,
				card and card.ability.extra or self.config.extra,
			},
		}
	end,
	group_key = "k_cry_program_pack",
	cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Program Pack Alt, 1/2
local pack2 = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Booster",
	key = "code_normal_2",
	kind = "Code",
	atlas = "pack",
	pos = { x = 1, y = 0 },
	config = { extra = 2, choose = 1 },
	cost = 4,
	order = 806,
	weight = 0.96,
	create_card = function(self, card)
		return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_2")
	end,
	ease_background_colour = function(self)
		ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
		ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
	end,
	loc_vars = function(self, info_queue, card)
		return {
			vars = {
				card and card.ability.choose or self.config.choose,
				card and card.ability.extra or self.config.extra,
			},
		}
	end,
	group_key = "k_cry_program_pack",
	cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Jumbo Program Pack, 1/4
local packJ = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Booster",
	key = "code_jumbo_1",
	kind = "Code",
	atlas = "pack",
	pos = { x = 2, y = 0 },
	config = { extra = 4, choose = 1 },
	cost = 6,
	order = 807,
	weight = 0.48,
	create_card = function(self, card)
		return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_j")
	end,
	ease_background_colour = function(self)
		ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
		ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
	end,
	loc_vars = function(self, info_queue, card)
		return {
			vars = {
				card and card.ability.choose or self.config.choose,
				card and card.ability.extra or self.config.extra,
			},
		}
	end,
	group_key = "k_cry_program_pack",
	cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Mega Program Pack, 2/4
local packM = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Booster",
	key = "code_mega_1",
	kind = "Code",
	atlas = "pack",
	pos = { x = 3, y = 0 },
	config = { extra = 4, choose = 2 },
	cost = 8,
	order = 808,
	weight = 0.12,
	create_card = function(self, card)
		return create_card("Code", G.pack_cards, nil, nil, true, true, nil, "cry_program_m")
	end,
	ease_background_colour = function(self)
		ease_colour(G.C.DYN_UI.MAIN, G.C.SET.Code)
		ease_background_colour({ new_colour = G.C.SET.Code, special_colour = G.C.BLACK, contrast = 2 })
	end,
	loc_vars = function(self, info_queue, card)
		return {
			vars = {
				card and card.ability.choose or self.config.choose,
				card and card.ability.extra or self.config.extra,
			},
		}
	end,
	group_key = "k_cry_program_pack",
	cry_digital_hallucinations = code_digital_hallucinations_compat,
}
-- Console Tag
-- Gives a free Program Pack
local console = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"p_cry_code_normal_1",
			"set_cry_code",
		},
	},
	object_type = "Tag",
	atlas = "tag_cry",
	name = "cry-Console Tag",
	order = 609,
	pos = { x = 3, y = 2 },
	config = { type = "new_blind_choice" },
	key = "console",
	min_ante = 2,
	loc_vars = function(self, info_queue)
		info_queue[#info_queue + 1] = { set = "Other", key = "p_cry_code_normal_1", specific_vars = { 1, 2 } }
		return { vars = {} }
	end,
	apply = function(self, tag, context)
		if context.type == "new_blind_choice" then
			tag:yep("+", G.C.SECONDARY_SET.Code, function()
				local key = "p_cry_code_normal_1"
				local card = Card(
					G.play.T.x + G.play.T.w / 2 - G.CARD_W * 1.27 / 2,
					G.play.T.y + G.play.T.h / 2 - G.CARD_H * 1.27 / 2,
					G.CARD_W * 1.27,
					G.CARD_H * 1.27,
					G.P_CARDS.empty,
					G.P_CENTERS[key],
					{ bypass_discovery_center = true, bypass_discovery_ui = true }
				)
				card.cost = 0
				card.from_tag = true
				G.FUNCS.use_card({ config = { ref_table = card } })
				if G.GAME.modifiers.cry_force_edition and not G.GAME.modifiers.cry_force_random_edition then
					card:set_edition(nil, true, true)
				elseif G.GAME.modifiers.cry_force_random_edition then
					local edition = Cryptid.poll_random_edition()
					card:set_edition(edition, true, true)
				end
				card:start_materialize()
				return true
			end)
			tag.triggered = true
			return true
		end
	end,
}
-- ://Crash
-- 1/6 to ACE, otherwise crash; determined by run seed rather than current seed
local crash = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Crash",
	key = "crash",
	pos = { x = 7, y = 0 },
	no_collection = true,
	cost = 4,
	atlas = "atlasnotjokers",
	order = 400,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		if not G.PROFILES[G.SETTINGS.profile].consumeable_usage["c_cry_crash"] then
			set_consumeable_usage(card)
		end
		-- I'm being VERY safe here, game gets really weird and sometimes does and doesn't save ://CRASH use
		G:save_settings()
		G:save_progress()
		local f = pseudorandom_element(crashes, pseudoseed("cry_crash"))
		f(self, card, area, copier)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
	init = function(self)
		function create_UIBox_crash(card)
			G.E_MANAGER:add_event(Event({
				blockable = false,
				func = function()
					G.REFRESH_ALERTS = true
					return true
				end,
			}))
			local t = create_UIBox_generic_options({
				no_back = true,
				colour = HEX("04200c"),
				outline_colour = G.C.SECONDARY_SET.Code,
				contents = {
					{
						n = G.UIT.R,
						nodes = {
							create_text_input({
								colour = G.C.SET.Code,
								hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
								w = 4.5,
								h = 1,
								max_length = 2500,
								extended_corpus = true,
								prompt_text = "???",
								ref_table = G,
								ref_value = "ENTERED_ACE",
								keyboard_offset = 1,
							}),
						},
					},
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.SET.Code,
								button = "ca",
								label = { localize("cry_code_execute") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
				},
			})
			return t
		end
		G.FUNCS.ca = function()
			G.GAME.USING_CODE = false
			loadstring(G.ENTERED_ACE)() --Scary!
			glitched_intensity = 0
			G.SETTINGS.GRAPHICS.crt = 0
			check_for_unlock({ type = "ach_cry_used_crash" })
			G.CHOOSE_ACE:remove()
			G.ENTERED_ACE = nil
		end

		crashes = {
			function()
				G:save_settings()
				G:save_progress()
				--instantly quit the game, no error log
				function love.errorhandler() end
				print(crash.crash.crash)
			end,
			function()
				G:save_settings()
				G:save_progress()
				--removes draw loop, you're frozen and can still weirdly interact with the game a bit
				function love.draw() end
			end,
			function()
				G:save_settings()
				G:save_progress()
				--by WilsonTheWolf and MathIsFun_, funky error screen with random funny message
				messages = {
					"Oops.",
					not Cryptid_config.family_mode and "Why don't you buy more jonkers? Are you stupid?" or "Oops.",
					not Cryptid_config.family_mode and "Peter? What are you doing? Cards. WHAT THE FUCK?" or "Oops.",
					not Cryptid_config.family_mode
							and "what if instead of rush hour it was called kush hour and you just smoked a massive blunt"
						or "Oops.",
					not Cryptid_config.family_mode and "you are an idiot" or "Oops.",
					not Cryptid_config.family_mode and "fuck you" or "Oops.",
					not Cryptid_config.family_mode and "Nah fuck off" or "Oops.",
					"Your cards have been TOASTED, extra crispy for your pleasure.",
					"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA",
					"What we have here is a certified whoopsidaisy",
					"lmao",
					"How about a game of YOU MUST DIE?",
					"Sorry, I was in the bathroom. What'd I mi'Where'd... Where is everyone?",
					"what if it was called freaklatro",
					"4",
					"I SAWED THIS GAME IN HALF!",
					"is this rush hour 4",
					"You missed a semicolon on line 19742, you buffoon",
					"You do not recognise the cards in the deck.",
					":( Your P",
					"Assertion failed",
					"Play ULTRAKILL",
					"Play Nova Drift",
					"Play Balatro- wait",
					"death.fell.accident.water",
					"Balatro's innards were made outards",
					"i am going to club yrou",
					"But the biggest joker of them all, it was you all along!",
					"fission mailed successfully",
					"table index is nil",
					"index is nil table",
					"nil is index table",
					"nildex is in table",
					"I AM THE TABLE",
					"I'm never going back this casino agai-",
					"what did you think would happen?",
					"DO THE EARTHQUAKE! [screams]",
					"Screaming in the casino prank! AAAAAAAAAAAAAAAAAA",
					"https://www.youtube.com/watch?v=dQw4w9WgXcQ",
					"You musn't tear or crease it.",
					"Sure, but the point is to do it without making a hole.",
					"The end of all things! As was foretold in the prophecy!",
					"Do it again. It'd be funny",
					"",
					":3",
					"Looks like a skill issue to me.",
					"it turns out that card was ligma",
					"YouJustLostTheCasinoGame",
					"attempt to call global your_mom (value too large)",
					"Killed by intentional game design",
					"attempt to index field 'attempt to call global to_big (too big)' (a nil value)",
					"what.avi",
					"The C",
					"Shoulda kept Chicot",
					"Maybe next time don't do that?",
					"[recursion]",
					"://SHART",
					"It's converging time.",
					"Demitrigger!",
					"This is the last error message.",
				}
				function corruptString(str)
					-- replace each character with a random valid ascii character
					local newStr = ""
					local len
					if type(str) == "string" then
						len = #str
					else
						len = str
					end
					for i = 1, len do
						-- newStr = newStr .. string.char(math.random(33, 122))
						local c = math.random(33, 122)
						newStr = newStr .. string.char(c)
						if c == 92 then -- backslash
							newStr = newStr .. string.char(c)
						end
					end
					return newStr
				end

				function getDebugInfoForCrash()
					local info = "Additional Context:\nBalatro Version: "
						.. VERSION
						.. "\nModded Version: "
						.. MODDED_VERSION
					local major, minor, revision, codename = love.getVersion()
					info = info
						.. "\nLove2D Version: "
						.. corruptString(string.format("%d.%d.%d", major, minor, revision))

					local lovely_success, lovely = pcall(require, "lovely")
					if lovely_success then
						info = info .. "\nLovely Version: " .. corruptString(lovely.version)
					end
					if SMODS.mod_list then
						info = info .. "\nSteamodded Mods:"
						local enabled_mods = {}
						for _, v in ipairs(SMODS.mod_list) do
							if v.can_load then
								table.insert(enabled_mods, v)
							end
						end
						for k, v in ipairs(enabled_mods) do
							info = info
								.. "\n    "
								.. k
								.. ": "
								.. v.name
								.. " by "
								.. table.concat(v.author, ", ")
								.. " [ID: "
								.. v.id
								.. (v.priority ~= 0 and (", Priority: " .. v.priority) or "")
								.. (v.version and v.version ~= "0.0.0" and (", Version: " .. v.version) or "")
								.. "]"
							local debugInfo = v.debug_info
							if debugInfo then
								if type(debugInfo) == "string" then
									if #debugInfo ~= 0 then
										info = info .. "\n        " .. debugInfo
									end
								elseif type(debugInfo) == "table" then
									for kk, vv in pairs(debugInfo) do
										if type(vv) ~= "nil" then
											vv = tostring(vv)
										end
										if #vv ~= 0 then
											info = info .. "\n        " .. kk .. ": " .. vv
										end
									end
								end
							end
						end
					end
					return info
				end

				VERSION = corruptString(VERSION)
				MODDED_VERSION = corruptString(MODDED_VERSION)

				if SMODS.mod_list then
					for i, mod in ipairs(SMODS.mod_list) do
						mod.can_load = true
						mod.name = corruptString(mod.name)
						mod.id = corruptString(mod.id)
						mod.author = { corruptString(20) }
						mod.version = corruptString(mod.version)
						mod.debug_info = corruptString(math.random(5, 100))
					end
				end

				do
					local utf8 = require("utf8")
					local linesize = 100

					-- Modifed from https://love2d.org/wiki/love.errorhandler
					function love.errorhandler(msg)
						msg = tostring(msg)

						if not love.window or not love.graphics or not love.event then
							return
						end

						if not love.graphics.isCreated() or not love.window.isOpen() then
							local success, status = pcall(love.window.setMode, 800, 600)
							if not success or not status then
								return
							end
						end

						-- Reset state.
						if love.mouse then
							love.mouse.setVisible(true)
							love.mouse.setGrabbed(false)
							love.mouse.setRelativeMode(false)
							if love.mouse.isCursorSupported() then
								love.mouse.setCursor()
							end
						end
						if love.joystick then
							-- Stop all joystick vibrations.
							for i, v in ipairs(love.joystick.getJoysticks()) do
								v:setVibration()
							end
						end
						if love.audio then
							love.audio.stop()
						end

						love.graphics.reset()
						local font = love.graphics.setNewFont("resources/fonts/m6x11plus.ttf", 20)

						local background = { math.random() * 0.3, math.random() * 0.3, math.random() * 0.3 }
						love.graphics.clear(background)
						love.graphics.origin()

						local sanitizedmsg = {}
						for char in msg:gmatch(utf8.charpattern) do
							table.insert(sanitizedmsg, char)
						end
						sanitizedmsg = table.concat(sanitizedmsg)

						local err = {}

						table.insert(err, "Oops! The game crashed:")
						table.insert(err, sanitizedmsg)

						if #sanitizedmsg ~= #msg then
							table.insert(err, "Invalid UTF-8 string in error message.")
						end

						local success, msg = pcall(getDebugInfoForCrash)
						if success and msg then
							table.insert(err, "\n" .. msg)
						else
							table.insert(err, "\n" .. "Failed to get additional context :/")
						end

						local p = table.concat(err, "\n")

						p = p:gsub("\t", "")
						p = p:gsub('%[string "(.-)"%]', "%1")

						local scrollOffset = 0
						local endHeight = 0
						love.keyboard.setKeyRepeat(true)

						local function scrollDown(amt)
							if amt == nil then
								amt = 18
							end
							scrollOffset = scrollOffset + amt
							if scrollOffset > endHeight then
								scrollOffset = endHeight
							end
						end

						local function scrollUp(amt)
							if amt == nil then
								amt = 18
							end
							scrollOffset = scrollOffset - amt
							if scrollOffset < 0 then
								scrollOffset = 0
							end
						end

						local pos = 70
						local arrowSize = 20

						local function calcEndHeight()
							local font = love.graphics.getFont()
							local rw, lines = font:getWrap(p, love.graphics.getWidth() - pos * 2)
							local lineHeight = font:getHeight()
							local atBottom = scrollOffset == endHeight and scrollOffset ~= 0
							endHeight = #lines * lineHeight - love.graphics.getHeight() + pos * 2
							if endHeight < 0 then
								endHeight = 0
							end
							if scrollOffset > endHeight or atBottom then
								scrollOffset = endHeight
							end
						end

						local function draw()
							if not love.graphics.isActive() then
								return
							end
							love.graphics.clear(background)
							calcEndHeight()
							local time = love.timer.getTime()
							if not G.SETTINGS.reduced_motion then
								background = { math.random() * 0.3, math.random() * 0.3, math.random() * 0.3 }
								p = p
									.. "\n"
									.. corruptString(math.random(linesize - linesize / 2, linesize + linesize * 2))
								linesize = linesize + linesize / 25
							end
							love.graphics.printf(p, pos, pos - scrollOffset, love.graphics.getWidth() - pos * 2)
							if scrollOffset ~= endHeight then
								love.graphics.polygon(
									"fill",
									love.graphics.getWidth() - (pos / 2),
									love.graphics.getHeight() - arrowSize,
									love.graphics.getWidth() - (pos / 2) + arrowSize,
									love.graphics.getHeight() - (arrowSize * 2),
									love.graphics.getWidth() - (pos / 2) - arrowSize,
									love.graphics.getHeight() - (arrowSize * 2)
								)
							end
							if scrollOffset ~= 0 then
								love.graphics.polygon(
									"fill",
									love.graphics.getWidth() - (pos / 2),
									arrowSize,
									love.graphics.getWidth() - (pos / 2) + arrowSize,
									arrowSize * 2,
									love.graphics.getWidth() - (pos / 2) - arrowSize,
									arrowSize * 2
								)
							end
							love.graphics.present()
						end

						local fullErrorText = p
						local function copyToClipboard()
							if not love.system then
								return
							end
							love.system.setClipboardText(fullErrorText)
							p = p .. "\nCopied to clipboard!"
						end

						if G then
							-- Kill threads (makes restarting possible)
							if G.SOUND_MANAGER and G.SOUND_MANAGER.channel then
								G.SOUND_MANAGER.channel:push({
									type = "kill",
								})
							end
							if G.SAVE_MANAGER and G.SAVE_MANAGER.channel then
								G.SAVE_MANAGER.channel:push({
									type = "kill",
								})
							end
							if G.HTTP_MANAGER and G.HTTP_MANAGER.channel then
								G.HTTP_MANAGER.channel:push({
									type = "kill",
								})
							end
						end

						return function()
							love.event.pump()

							for e, a, b, c in love.event.poll() do
								if e == "quit" then
									return 1
								elseif e == "keypressed" and a == "escape" then
									return 1
								elseif e == "keypressed" and a == "c" and love.keyboard.isDown("lctrl", "rctrl") then
									copyToClipboard()
								elseif e == "keypressed" and a == "r" then
									return "restart"
								elseif e == "keypressed" and a == "down" then
									scrollDown()
								elseif e == "keypressed" and a == "up" then
									scrollUp()
								elseif e == "keypressed" and a == "pagedown" then
									scrollDown(love.graphics.getHeight())
								elseif e == "keypressed" and a == "pageup" then
									scrollUp(love.graphics.getHeight())
								elseif e == "keypressed" and a == "home" then
									scrollOffset = 0
								elseif e == "keypressed" and a == "end" then
									scrollOffset = endHeight
								elseif e == "wheelmoved" then
									scrollUp(b * 20)
								elseif e == "gamepadpressed" and b == "dpdown" then
									scrollDown()
								elseif e == "gamepadpressed" and b == "dpup" then
									scrollUp()
								elseif e == "gamepadpressed" and b == "a" then
									return "restart"
								elseif e == "gamepadpressed" and b == "x" then
									copyToClipboard()
								elseif e == "gamepadpressed" and (b == "b" or b == "back" or b == "start") then
									return 1
								elseif e == "touchpressed" then
									local name = love.window.getTitle()
									if #name == 0 or name == "Untitled" then
										name = "Game"
									end
									local buttons = { "OK", localize("cry_code_cancel"), "Restart" }
									if love.system then
										buttons[4] = "Copy to clipboard"
									end
									local pressed = love.window.showMessageBox("Quit " .. name .. "?", "", buttons)
									if pressed == 1 then
										return 1
									elseif pressed == 3 then
										return "restart"
									elseif pressed == 4 then
										copyToClipboard()
									end
								end
							end

							draw()

							if love.timer then
								love.timer.sleep(0.1)
							end
						end
					end
				end

				load("error(messages[math.random(1, #messages)])", corruptString(30), "t")()
			end,
			function()
				check_for_unlock({ type = "ach_cry_used_crash" })
				--fills screen with Crash cards
				glitched_intensity = 100
				G.SETTINGS.GRAPHICS.crt = 101
				G.E_MANAGER:add_event(
					Event({
						trigger = "immediate",
						blockable = false,
						no_delete = true,
						func = function()
							G.GAME.accel = G.GAME.accel or 1.1
							for i = 1, G.GAME.accel do
								local c = create_card("Code", nil, nil, nil, nil, nil, "c_cry_crash")
								c.T.x = math.random(-G.CARD_W, G.TILE_W)
								c.T.y = math.random(-G.CARD_H, G.TILE_H)
							end
							G.GAME.accel = G.GAME.accel ^ (1.005 + G.GAME.accel / 20000)
							return false
						end,
					}),
					"other"
				)
			end,
			function()
				G:save_settings()
				G:save_progress()
				-- Fake lovely panic
				love.window.showMessageBox(
					"lovely-injector",
					'lovely-injector has crashed:\npanicked at crates/lovely-core/src/lib.rs:420:69:\nFailed to parse patch at "C:\\\\users\\\\jimbo\\\\AppData\\\\Roaming\\\\Balatro\\\\Mods\\\\Cryptid\\\\lovely.toml":\nError { inner: TomlError { message: "expected `.`, `=`", original: Some("'
						.. "\"According to all known laws of aviation, there is no way a bee should be able to fly.\\nIts wings are too small to get its fat little body off the ground.\\nThe bee, of course, flies anyway because bees don't care what humans think is impossible.\\nYellow, black. Yellow, black. Yellow, black. Yellow, black.\\nOoh, black and yellow!\\nLet's shake it up a little.\\nBarry! Breakfast is ready!\\nComing!\\nHang on a second.\\nHello?\\nBarry?\\nAdam?\\nCan you believe this is happening?\\nI can't.\\nI'll pick you up.\\nLooking sharp.\\nUse the stairs, Your father paid good money for those.\\nSorry. I'm excited.\\nHere's the graduate.\\nWe're very proud of you, son.\\nA perfect report card, all B's.\\nVery proud.\\nMa! I got a thing going here.\\nYou got lint on your fuzz.\\nOw! That's me!\\nWave to us! We'll be in row 118,000.\\nBye!\\nBarry, I told you, stop flying in the house!\\nHey, Adam.\\nHey, Barry.\\nIs that fuzz gel?\\nA little. Special day, graduation.\\nNever thought I'd make it.\\nThree days grade school, three days high school.\\nThose were awkward.\\nThree days college. I'm glad I took a day and hitchhiked around The Hive.\\nYou did come back different.\\nHi, Barry. Artie, growing a mustache? Looks good.\\nHear about Frankie?\\nYeah.\\nYou going to the funeral?\\nNo, I'm not going.\\nEverybody knows, sting someone, you die.\\nDon't waste it on a squirrel.\\nSuch a hothead.\\nI guess he could have just gotten out of the way.\\nI love this incorporating an amusement park into our day.\\nThat's why we don't need vacations.\\nBoy, quite a bit of pomp under the circumstances.\\nWell, Adam, today we are men.\\nWe are!\\nBee-men.\\nAmen!\\nHallelujah!\\nStudents, faculty, distinguished bees,\\nplease welcome Dean Buzzwell.\\nWelcome, New Hive City graduating class of 9:15.\\nThat concludes our ceremonies And begins your career at Honex Industries!\\nWill we pick our job today?\\nI heard it's just orientation.\\nHeads up! Here we go.\\nKeep your hands and antennas inside the tram at all times.\\nWonder what it'll be like?\\nA little scary.\\nWelcome to Honex, a division of Honesco and a part of the Hexagon Group.\\nThis is it!\\nWow.\\nWow.\\nWe know that you, as a bee, have worked your whole life to get to the point where you can work for your whole life.\\nHoney begins when our valiant Pollen Jocks bring the nectar to The Hive.\\nOur top-secret formula is automatically color-corrected, scent-adjusted and bubble-contoured into this soothing sweet syrup with its distinctive golden glow you know as... Honey!\\nThat girl was hot.\\nShe's my cousin!\\nShe is?\\nYes, we're all cousins.\\nRight. You're right.\\nAt Honex, we constantly strive to improve every aspect of bee existence.\\nThese bees are stress-testing a new helmet technology.\\nWhat do you think he makes?\\nNot enough.\\nHere we have our latest advancement, the Krelman.\\nWhat does that do?\\nCatches that little strand of honey that hangs after you pour it.\\nSaves us millions.\\nCan anyone work on the Krelman?\\nOf course. Most bee jobs are small ones.\\nBut bees know that every small job, if it's done well, means a lot.\\nBut choose carefully because you'll stay in the job you pick for the rest of your life.\\nThe same job the rest of your life? I didn't know that.\\nWhat's the difference?\\nYou'll be happy to know that bees, as a species, haven't had one day off in 27 million years.\\nSo you'll just work us to death?\\nWe'll sure try.\\nWow! That blew my mind!\\n\\\"What's the difference?\\\"\\nHow can you say that?\\nOne job forever?\\nThat's an insane choice to have to make.\\nI'm relieved. Now we only have to make one decision in life.\\nBut, Adam, how could they never have told us that?\\nWhy would you question anything? We're bees.\\nWe're the most perfectly functioning society on Earth.\\nYou ever think maybe things work a little too well here?\\nLike what? Give me one example.\\nI don't know. But you know what I'm talking about.\\nPlease clear the gate. Royal Nectar Force on approach.\\nWait a second. Check it out.\\nHey, those are Pollen Jocks!\\nWow.\\nI've never seen them this close.\\nThey know what it's like outside The Hive.\\nYeah, but some don't come back.\\nHey, Jocks!\\nHi, Jocks!\\nYou guys did great!\\nYou're monsters!\\nYou're sky freaks! I love it! I love it!\\nI wonder where they were.\\nI don't know.\\nTheir day's not planned.\\nOutside The Hive, flying who knows where, doing who knows what.\\nYou can't just decide to be a Pollen Jock. You have to be bred for that.\\nRight.\\nLook. That's more pollen than you and I will see in a lifetime.\\nIt's just a status symbol.\\nBees make too much of it.\\nPerhaps. Unless you're wearing it and the ladies see you wearing it.\\nThose ladies?\\nAren't they our cousins too?\\nDistant. Distant.\\nLook at these two.\\nCouple of Hive Harrys.\\nLet's have fun with them.\\nIt must be dangerous being a Pollen Jock.\\nYeah. Once a bear pinned me against a mushroom!\\nHe had a paw on my throat, and with the other, he was slapping me!\\nOh, my!\\nI never thought I'd knock him out.\\nWhat were you doing during this?\\nTrying to alert the authorities.\\nI can autograph that.\\nA little gusty out there today, wasn't it, comrades?\\nYeah. Gusty.\\nWe're hitting a sunflower patch six miles from here tomorrow.\\nSix miles, huh?\\nBarry!\\nA puddle jump for us, but maybe you're not up for it.\\nMaybe I am.\\nYou are not!\\nWe're going 0900 at J-Gate.\\nWhat do you think, buzzy-boy?\\nAre you bee enough?\\nI might be. It all depends on what 0900 means.\\nHey, Honex!\\nDad, you surprised me.\\nYou decide what you're interested in?\\nWell, there's a lot of choices.\\nBut you only get one.\\nDo you ever get bored doing the same job every day?\\nSon, let me tell you about stirring.\\nYou grab that stick, and you just move it around, and you stir it around.\\nYou get yourself into a rhythm.\\nIt's a beautiful thing.\\nYou know, Dad, the more I think about it,\\nmaybe the honey field just isn't right for me.\\nYou were thinking of what, making balloon animals?\\nThat's a bad job for a guy with a stinger.\\nJanet, your son's not sure he wants to go into honey!\\nBarry, you are so funny sometimes.\\nI'm not trying to be funny.\\nYou're not funny! You're going into honey. Our son, the stirrer!\\nYou're gonna be a stirrer?\\nNo one's listening to me!\\nWait till you see the sticks I have.\\nI could say anything right now.\\nI'm gonna get an ant tattoo!\\nLet's open some honey and celebrate!\\nMaybe I'll pierce my thorax. Shave my antennae. Shack up with a grasshopper. Get a gold tooth and call everybody \\\"dawg\\\"!\\nI'm so proud.\\nWe're starting work today!\\nToday's the day.\\nCome on! All the good jobs will be gone.\\nYeah, right.\\nPollen counting, stunt bee, pouring, stirrer, front desk, hair removal...\\nIs it still available?\\nHang on. Two left!\\nOne of them's yours! Congratulations!\\nStep to the side.\\nWhat'd you get?\\nPicking crud out. Stellar!\\nWow!\\nCouple of newbies?\\nYes, sir! Our first day! We are ready!\\nMake your choice.\\nYou want to go first?\\nNo, you go.\\nOh, my. What's available?\\nRestroom attendant's open, not for the reason you think.\\nAny chance of getting the Krelman?\\nSure, you're on.\\nI'm sorry, the Krelman just closed out.\\nWax monkey's always open.\\nThe Krelman opened up again.\\nWhat happened?\\nA bee died. Makes an opening. See? He's dead. Another dead one.\\nDeady. Deadified. Two more dead.\\nDead from the neck up. Dead from the neck down. That's life!\\nOh, this is so hard!\\nHeating, cooling, stunt bee, pourer, stirrer, humming, inspector number seven, lint coordinator, stripe supervisor, mite wrangler.\\nBarry, what do you think I should... Barry?\\nBarry!\\nAll right, we've got the sunflower patch in quadrant nine...\\nWhat happened to you?\\nWhere are you?\\nI'm going out.\\nOut? Out where?\\nOut there.\\nOh, no!\\nI have to, before I go to work for the rest of my life.\\nYou're gonna die! You're crazy! Hello?\\nAnother call coming in.\\nIf anyone's feeling brave, there's a Korean deli on 83rd that gets their roses today.\\nHey, guys.\\nLook at that.\\nIsn't that the kid we saw yesterday?\\nHold it, son, flight deck's restricted.\\nIt's OK, Lou. We're gonna take him up.\\nReally? Feeling lucky, are you?\\nSign here, here. Just initial that.\\nThank you.\\nOK.\\nYou got a rain advisory today, and as you all know, bees cannot fly in rain.\\nSo be careful. As always, watch your brooms, hockey sticks, dogs, birds, bears and bats.\\nAlso, I got a couple of reports of root beer being poured on us.\\nMurphy's in a home because of it, babbling like a cicada!\\nThat's awful.\\nAnd a reminder for you rookies, bee law number one, absolutely no talking to humans!\\n All right, launch positions!\\nBuzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz! Buzz, buzz, buzz, buzz!\\nBlack and yellow!\\nHello!\\nYou ready for this, hot shot?\\nYeah. Yeah, bring it on.\\nWind, check.\\nAntennae, check.\\nNectar pack, check.\\nWings, check.\\nStinger, check.\\nScared out of my shorts, check.\\nOK, ladies,\\nlet's move it out!\\nPound those petunias, you striped stem-suckers!\\nAll of you, drain those flowers!\\nWow! I'm out!\\nI can't believe I'm out!\\nSo blue.\\nI feel so fast and free!\\nBox kite!\\nWow!\\nFlowers!\\nThis is Blue Leader, We have roses visual.\\nBring it around 30 degrees and hold.\\nRoses!\\n30 degrees, roger. Bringing it around.\\nStand to the side, kid.\\nIt's got a bit of a kick.\\nThat is one nectar collector!\\nEver see pollination up close?\\nNo, sir.\\nI pick up some pollen here, sprinkle it over here. Maybe a dash over there, a pinch on that one.\\nSee that? It's a little bit of magic.\\nThat's amazing. Why do we do that?\\nThat's pollen power. More pollen, more flowers, more nectar, more honey for us.\\nCool.\\nI'm picking up a lot of bright yellow, Could be daisies, Don't we need those?\\nCopy that visual.\\nWait. One of these flowers seems to be on the move.\\nSay again? You're reporting a moving flower?\\nAffirmative.\\nThat was on the line!\\nThis is the coolest. What is it?\\nI don't know, but I'm loving this color.\\nIt smells good.\\nNot like a flower, but I like it.\\nYeah, fuzzy.\\nChemical-y.\\nCareful, guys. It's a little grabby.\\nMy sweet lord of bees!\\nCandy-brain, get off there!\\nProblem!\\nGuys!\\nThis could be bad.\\nAffirmative.\\nVery close.\\nGonna hurt.\\nMama's little boy.\\nYou are way out of position, rookie!\\nComing in at you like a missile!\\nHelp me!\\nI don't think these are flowers.\\nShould we tell him?\\nI think he knows.\\nWhat is this?!\\nMatch point!\\nYou can start packing up, honey, because you're about to eat it!\\nYowser!\\nGross.\\nThere's a bee in the car!\\nDo something!\\nI'm driving!\\nHi, bee.\\nHe's back here!\\nHe's going to sting me!\\nNobody move. If you don't move, he won't sting you. Freeze!\\nHe blinked!\\nSpray him, Granny!\\nWhat are you doing?!\\nWow... the tension level out here is unbelievable.\\nI gotta get home.\\nCan't fly in rain. Can't fly in rain. Can't fly in rain.\\nMayday! Mayday! Bee going down!\\nKen, could you close the window please?\\nKen, could you close the window please?\\nCheck out my new resume. I made it into a fold-out brochure. You see? Folds out.\\nOh, no. More humans. I don't need this.\\nWhat was that?\\nMaybe this time. This time. This time. This time! This time! This... Drapes!\\nThat is diabolical.\\nIt's fantastic. It's got all my special skills, even my top-ten favorite movies.\\nWhat's number one? Star Wars?\\nNah, I don't go for that... kind of stuff.\\nNo wonder we shouldn't talk to them. They're out of their minds.\\nWhen I leave a job interview, they're flabbergasted, can't believe what I say.\\nThere's the sun. Maybe that's a way out.\\nI don't remember the sun having a big 75 on it.\\nI predicted global warming. I could feel it getting hotter. At first I thought it was just me.\\nWait! Stop! Bee!\\nStand back. These are winter boots.\\nWait!\\nDon't kill him!\\nYou know I'm allergic to them! This thing could kill me!\\nWhy does his life have less value than yours?\\nWhy does his life have any less value than mine? Is that your statement?\\nI'm just saying all life has value. You don't know what he's capable of feeling.\\nMy brochure!\\nThere you go, little guy.\\nI'm not scared of him.It's an allergic thing.\\n Put that on your resume brochure.\\nMy whole face could puff up.\\nMake it one of your special skills.\\nKnocking someone out is also a special skill.\\nRight. Bye, Vanessa. Thanks.\\nVanessa, next week? Yogurt night?\\nSure, Ken. You know, whatever.\\nYou could put carob chips on there.\\nBye.\\nSupposed to be less calories.\\nBye.\\nI gotta say something. She saved my life. I gotta say something.\\nAll right, here it goes.\\nNah.\\nWhat would I say?\\nI could really get in trouble. It's a bee law. You're not supposed to talk to a human.\\nI can't believe I'm doing this. I've got to.\\nOh, I can't do it. Come on!\\nNo. Yes. No. Do it. I can't.\\nHow should I start it? \\\"You like jazz?\\\" No, that's no good.\\nHere she comes! Speak, you fool!\\nHi!\\nI'm sorry. You're talking.\\nYes, I know.\\nYou're talking!\\nI'm so sorry.\\nNo, it's OK. It's fine.\\nI know I'm dreaming. But I don't recall going to bed.\\nWell, I'm sure this is very disconcerting.\\nThis is a bit of a surprise to me. I mean, you're a bee!\\nI am. And I'm not supposed to be doing this, but they were all trying to kill me.\\nAnd if it wasn't for you... I had to thank you. It's just how I was raised.\\nThat was a little weird. I'm talking with a bee.\\nYeah.\\nI'm talking to a bee. And the bee is talking to me!\\nI just want to say I'm grateful.\\nI'll leave now.\\nWait! How did you learn to do that?\\nWhat?\\nThe talking thing.\\nSame way you did, I guess. \\\"Mama, Dada, honey.\\\" You pick it up.\\nThat's very funny.\\nYeah.\\nBees are funny. If we didn't laugh, we'd cry with what we have to deal with.\\nAnyway... Can I... get you something?\\nLike what?\\nI don't know. I mean... I don't know. Coffee?\\nI don't want to put you out.\\nIt's no trouble. It takes two minutes.\\nIt's just coffee.\\nI hate to impose.\\nDon't be ridiculous!\\nActually, I would love a cup.\\nHey, you want rum cake?\\nI shouldn't.\\nHave some.\\nNo, I can't.\\nCome on!\\nI'm trying to lose a couple micrograms.\\nWhere?\\nThese stripes don't help.\\nYou look great!\\nI don't know if you know anything about fashion.\\nAre you all right?\\nNo.\\nHe's making the tie in the cab as they're flying up Madison.\\nHe finally gets there.\\nHe runs up the steps into the church.\\nThe wedding is on.\\nAnd he says, \\\"Watermelon?\\nI thought you said Guatemalan.\\nWhy would I marry a watermelon?\\\"\\nIs that a bee joke?\\nThat's the kind of stuff we do.\\nYeah, different.\\nSo, what are you gonna do, Barry?\\nAbout work? I don't know.\\nI want to do my part for The Hive, but I can't do it the way they want.\\nI know how you feel.\\nYou do?\\nSure.\\nMy parents wanted me to be a lawyer or a doctor, but I wanted to be a florist.\\nReally?\\nMy only interest is flowers.\\nOur new queen was just elected with that same campaign slogan.\\nAnyway, if you look... There's my hive right there. See it?\\nYou're in Sheep Meadow!\\nYes! I'm right off the Turtle Pond!\\nNo way! I know that area. I lost a toe ring there once.\\nWhy do girls put rings on their toes?\\nWhy not?\\nIt's like putting a hat on your knee.\\nMaybe I'll try that.\\nYou all right, ma'am?\\nOh, yeah. Fine.\\nJust having two cups of coffee!\\nAnyway, this has been great.\\nThanks for the coffee.\\nYeah, it's no trouble.\\nSorry I couldn't finish it. If I did, I'd be up the rest of my life.\\nAre you...?\\nCan I take a piece of this with me?\\nSure! Here, have a crumb.\\nThanks!\\nYeah.\\nAll right. Well, then... I guess I'll see you around. Or not.\\nOK, Barry.\\nAnd thank you so much again... for before.\\nOh, that? That was nothing.\\nWell, not nothing, but... Anyway...\\nThis can't possibly work.\\nHe's all set to go.\\nWe may as well try it.\\nOK, Dave, pull the chute.\\nSounds amazing.\\nIt was amazing!\\nIt was the scariest, happiest moment of my life.\\nHumans! I can't believe you were with humans!\\nGiant, scary humans!\\nWhat were they like?\\nHuge and crazy. They talk crazy.\\nThey eat crazy giant things.\\nThey drive crazy.\\nDo they try and kill you, like on TV?\\nSome of them. But some of them don't.\\nHow'd you get back?\\nPoodle.\\nYou did it, and I'm glad. You saw whatever you wanted to see.\\nYou had your \\\"experience.\\\" Now you can pick out yourjob and be normal.\\nWell...\\nWell?\\nWell, I met someone.\\nYou did? Was she Bee-ish?\\nA wasp?! Your parents will kill you!\\nNo, no, no, not a wasp.\\nSpider?\\nI'm not attracted to spiders.\\nI know it's the hottest thing, with the eight legs and all. I can't get by that face.\\nSo who is she?\\nShe's... human.\\nNo, no. That's a bee law. You wouldn't break a bee law.\\nHer name's Vanessa.\\nOh, boy.\\nShe's so nice. And she's a florist!\\nOh, no! You're dating a human florist!\\nWe're not dating.\\nYou're flying outside The Hive, talking to humans that attack our homes with power washers and M-80s! One-eighth a stick of dynamite!\\nShe saved my life! And she understands me.\\nThis is over!\\nEat this.\\nThis is not over! What was that?\\nThey call it a crumb.\\nIt was so stingin' stripey!\\nAnd that's not what they eat.\\nThat's what falls off what they eat!\\nYou know what a Cinnabon is?\\nNo.\\nIt's bread and cinnamon and frosting. They heat it up...\\nSit down!\\n...really hot!\\nListen to me!\\nWe are not them! We're us.\\nThere's us and there's them!\\n\"), keys: [], span: Some(10..11)}}}",
					"error"
				)
				love.window.showMessageBox(
					"lovely-injector",
					"lovely-injector has crashed:\npanicked at library/cors/src/panicking.rs:221:5:\npanic in a function that cannot unwind",
					"error"
				)

				function love.errorhandler() end
				print(crash.crash.crash)
			end,
			function()
				--Arbitrary Code Execution
				glitched_intensity = 100
				G.SETTINGS.GRAPHICS.crt = 100
				G.GAME.USING_CODE = true
				G.ENTERED_ACE = ""
				G.CHOOSE_ACE = UIBox({
					definition = create_UIBox_crash(card),
					config = {
						align = "bmi",
						offset = { x = 0, y = G.ROOM.T.y + 29 },
						major = G.jokers,
						bond = "Weak",
						instance_type = "POPUP",
					},
				})
			end,
		}
	end,
}
-- ://Keygen,
-- Create a Perishable Banana voucher, destroy the previous Keygen voucher if exists
local keygen = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"SMG9000",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Keygen",
	key = "keygen",
	pos = { x = 12, y = 5 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 401,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		local area
		if G.STATE == G.STATES.HAND_PLAYED then
			if not G.redeemed_vouchers_during_hand then
				G.redeemed_vouchers_during_hand =
					CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 })
			end
			area = G.redeemed_vouchers_during_hand
		else
			area = G.play
		end
		for i = 1, #G.vouchers.cards do
			if G.vouchers.cards[i].ability.keygen then
				local unredeemed_voucher = G.vouchers.cards[i]
				local card = copy_card(unredeemed_voucher)
				card.ability.extra = copy_table(unredeemed_voucher.ability.extra)
				if card.facing == "back" then
					card:flip()
				end

				card:start_materialize()
				area:emplace(card)
				card.cost = 0
				card.shop_voucher = false
				local current_round_voucher = G.GAME.current_round.voucher
				card:unredeem()
				G.GAME.current_round.voucher = current_round_voucher
				G.E_MANAGER:add_event(Event({
					trigger = "after",
					delay = 0,
					func = function()
						card:start_dissolve()
						unredeemed_voucher:start_dissolve()
						return true
					end,
				}))
			end
		end

		local _pool = get_current_pool("Voucher", nil, nil, nil, true)
		local center = pseudorandom_element(_pool, pseudoseed("cry_keygen_redeem"))
		local it = 1
		while center == "UNAVAILABLE" do
			it = it + 1
			center = pseudorandom_element(_pool, pseudoseed("cry_keygen_redeem_resample" .. it))
		end
		local card = create_card("Voucher", area, nil, nil, nil, nil, center)
		card:start_materialize()
		area:emplace(card)
		card:set_perishable(true)
		card.ability.perishable = true
		card.ability.banana = true
		card.ability.keygen = true
		card.cost = 0
		card.shop_voucher = false
		local current_round_voucher = G.GAME.current_round.voucher
		card:redeem()
		G.GAME.current_round.voucher = current_round_voucher
		G.E_MANAGER:add_event(Event({
			trigger = "after",
			delay = 0,
			func = function()
				card:start_dissolve()
				return true
			end,
		}))
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Payload
-- Triple interest gained on next cash out, stacks exponentially (multiplicative on modest)
local payload = {
	cry_credits = {
		idea = {
			"Mjiojio",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Payload",
	key = "payload",
	pos = { x = 8, y = 0 },
	config = { interest_mult = 3 },
	loc_vars = function(self, info_queue, card)
		if not card then
			return { vars = { self.config.interest_mult } }
		end
		return { vars = { card.ability.interest_mult } }
	end,
	cost = 4,
	atlas = "atlasnotjokers",
	order = 402,
	can_use = function(self, card)
		return true
	end,
	can_bulk_use = true,
	use = function(self, card, area, copier)
		G.GAME.cry_payload = to_big((G.GAME.cry_payload or 1)) * to_big(card.ability.interest_mult)
	end,
	bulk_use = function(self, card, area, copier, number)
		G.GAME.cry_payload = to_big((G.GAME.cry_payload or 1)) * to_big(card.ability.interest_mult) ^ to_big(number)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Exploit
-- Choose a hand, next hand is forced to that hand regardless of cards played, +1 asc power for that hand, multi-use 2
local exploit = {
	cry_credits = {
		idea = {
			"Mjiojio",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Toneblock",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "exploit",
	name = "cry-Exploit",
	atlas = "atlasnotjokers",
	pos = { x = 8, y = 3 },
	cost = 4,
	order = 403,
	config = { extra = { enteredhand = "" } }, -- i don't think this ever uses config...?
	loc_vars = function(self, info_queue, card)
		if G.STAGE == G.STAGES.RUN and Cryptid.enabled("set_cry_poker_hand_stuff") == true then
			local modest = Cryptid.gameset(G.P_CENTERS.c_cry_sunplanet) == "modest"
			local current_power = Cryptid.safe_get(G, "GAME", "current_round", "current_hand", "cry_asc_num")
				or Cryptid.calculate_ascension_power(
					nil,
					nil,
					nil,
					G.GAME.used_vouchers.v_cry_hyperspacetether,
					G.GAME.bonus_asc_power
				)
			local multiplier = modest and 1 + ((0.25 + G.GAME.sunnumber.modest) * current_power)
				or (1.25 + G.GAME.sunnumber.not_modest) ^ current_power
			info_queue[#info_queue + 1] = {
				key = "asc_misc" .. (modest and 2 or ""),
				set = "Other",
				specific_vars = {
					current_power,
					multiplier,
					modest and (G.GAME.sunnumber.modest + 0.25) or (G.GAME.sunnumber.not_modest + 1.25),
				},
			}
		end
		return { vars = { Cryptid.safe_get(card, "ability", "cry_multiuse") or self.config.cry_multiuse } }
	end,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		-- Un-use the card (re-use code is in lib/misc.lua)
		if not card.ability.cry_multiuse or to_big(card.ability.cry_multiuse) <= to_big(1) then
			G.GAME.CODE_DESTROY_CARD = copy_card(card)
			G.consumeables:emplace(G.GAME.CODE_DESTROY_CARD)
			G.GAME.CODE_DESTROY_CARD.ability.cry_multiuse = nil
		end
		if card.ability.cry_multiuse then
			card.ability.cry_multiuse = card.ability.cry_multiuse + 1
		end

		G.GAME.USING_CODE = true
		G.GAME.USING_EXPLOIT = true
		G.GAME.ACTIVE_CODE_CARD = G.GAME.CODE_DESTROY_CARD or card
		G.FUNCS.overlay_menu({ definition = G.UIDEF.exploit_menu() })
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(2 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Malware
-- Apply Glitched edition to held in hand cards
local malware = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"HexaCryonic",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Malware",
	key = "malware",
	pos = { x = 8, y = 1 },
	config = {},
	cost = 4,
	atlas = "atlasnotjokers",
	order = 404,
	can_use = function(self, card)
		return #G.hand.cards > 0
	end,
	use = function(self, card, area, copier)
		G.E_MANAGER:add_event(Event({
			trigger = "after",
			delay = 0.4,
			func = function()
				play_sound("tarot1")
				card:juice_up(0.3, 0.5)
				return true
			end,
		}))
		for i = 1, #G.hand.cards do
			local percent = 1.15 - (i - 0.999) / (#G.hand.cards - 0.998) * 0.3
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					G.hand.cards[i]:flip()
					play_sound("card1", percent)
					G.hand.cards[i]:juice_up(0.3, 0.3)
					return true
				end,
			}))
		end
		delay(0.2)
		for i = 1, #G.hand.cards do
			local CARD = G.hand.cards[i]
			local percent = 0.85 + (i - 0.999) / (#G.hand.cards - 0.998) * 0.3
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					CARD:flip()
					CARD:set_edition({
						cry_glitched = true,
					})
					play_sound("tarot2", percent)
					CARD:juice_up(0.3, 0.3)
					return true
				end,
			}))
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://NPERROR
-- Add last played hand back to your hand, multi-use 2
local crynperror = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Nova",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-NPERROR",
	key = "nperror",
	pos = { x = 10, y = 5 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 405,
	can_use = function(self, card)
		return G.GAME.last_hand_played_cards
			and (Cryptid.safe_get(G.GAME, "blind", "in_blind") and not G.GAME.USING_RUN) -- TODO: work in boosters
	end,
	use = function(self, card, area, copier)
		for i = 1, #G.GAME.last_hand_played_cards do
			for _, v in pairs(G.discard.cards) do
				if v.sort_id == G.GAME.last_hand_played_cards[i] then
					if v.facing == "back" then
						v:flip()
					end
					draw_card(G.discard, G.hand, i * 100 / 5, "up", nil, v)
				end
			end
			for _, v in pairs(G.deck.cards) do
				if v.sort_id == G.GAME.last_hand_played_cards[i] then
					if v.facing == "back" then
						v:flip()
					end
					draw_card(G.deck, G.hand, i * 100 / 5, "up", nil, v)
				end
			end
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(2 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Rework
-- Destroy a selected joker, create a Rework Tag of that joker with an upgraded edition via collection
local rework = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "rework",
	name = "cry-Rework",
	atlas = "atlasnotjokers",
	order = 406,
	pos = { x = 10, y = 3 },
	cost = 4,
	loc_vars = function(self, info_queue)
		info_queue[#info_queue + 1] =
			{ set = "Tag", key = "tag_cry_rework", specific_vars = { "[edition]", "[joker]", "n" } }
		return { vars = {} }
	end,
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
			return card.ability.set == "Joker"
		end)
		return #cards == 1
			and not SMODS.is_eternal(cards[1])
			and cards[1].ability.name
				~= ("cry-meteor" or "cry-exoplanet" or "cry-stardust" or "cry_cursed" or ("Diet Cola" or Card.get_gameset(
					card
				) == "madness"))
	end,
	use = function(self, card, area, copier)
		local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
			return card.ability.set == "Joker"
		end)
		local jkr = cards[1]
		local found_index = 1
		if jkr.edition then
			for i, v in ipairs(G.P_CENTER_POOLS.Edition) do
				if v.key == jkr.edition.key then
					found_index = i
					break
				end
			end
		end
		found_index = found_index + 1
		if found_index > #G.P_CENTER_POOLS.Edition then
			found_index = found_index - #G.P_CENTER_POOLS.Edition
		end
		local tag = Tag("tag_cry_rework")
		if not tag.ability then
			tag.ability = {}
		end
		if jkr.config.center.key == "c_base" then
			jkr.config.center.key = "j_scholar"
		end
		tag.ability.rework_key = jkr.config.center.key
		tag.ability.rework_edition = G.P_CENTER_POOLS.Edition[found_index].key
		add_tag(tag)
		--SMODS.Tags.tag_cry_rework.apply(tag, {type = "store_joker_create"})
		G.E_MANAGER:add_event(Event({
			trigger = "before",
			delay = 0.75,
			func = function()
				jkr:start_dissolve()
				return true
			end,
		}))
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- Rework Tag
-- Upgraded edition refers to the next edition along in the collection; base -> foil -> holo -> poly -> negative -> etc
local rework_tag = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"c_cry_rework",
		},
	},
	object_type = "Tag",
	atlas = "tag_cry",
	name = "cry-Rework Tag",
	order = 610,
	pos = { x = 0, y = 3 },
	config = { type = "store_joker_create" },
	key = "rework",
	ability = { rework_edition = nil, rework_key = nil },
	loc_vars = function(self, info_queue, tag)
		local function p(w)
			r = ""
			local vowels = { "a", "e", "i", "o", "u" }
			for i, v in ipairs(vowels) do
				if string.sub(string.lower(w), 1, 1) == v then
					r = "n"
					break
				end
			end
			return r
		end
		local ed = Cryptid.safe_get(tag, "ability", "rework_edition")
				and localize({ type = "name_text", set = "Edition", key = tag.ability.rework_edition })
			or "[" .. string.lower(localize("k_edition")) .. "]"
		return {
			vars = {
				ed,
				Cryptid.safe_get(tag, "ability", "rework_key")
						and localize({ type = "name_text", set = "Joker", key = tag.ability.rework_key })
					or "[" .. string.lower(localize("k_joker")) .. "]",
				string.sub(ed, 1, 1) ~= "[" and p(ed) or "n",
			},
		}
	end,
	apply = function(self, tag, context)
		if context.type == "store_joker_create" then
			local card = create_card("Joker", context.area, nil, nil, nil, nil, (tag.ability.rework_key or "j_scholar"))
			create_shop_card_ui(card, "Joker", context.area)
			card:set_edition((tag.ability.rework_edition or "e_foil"), true, nil, true)
			card.states.visible = false
			tag:yep("+", G.C.FILTER, function()
				card:start_materialize()
				return true
			end)
			tag.triggered = true
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.5,
				func = function()
					save_run() --fixes savescum bugs hopefully?
					return true
				end,
			}))
			return card
		end
	end,
	in_pool = function()
		return false
	end,
}
-- ://Merge
-- Merges a selected consumable and playing card, destroying the consumable and turning the playing card into a CCD of that consumable
local merge = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "merge",
	name = "cry-Merge",
	atlas = "atlasnotjokers",
	pos = { x = 7, y = 2 },
	cost = 4,
	order = 407,
	can_use = function(self, card)
		local hand = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
		local consumeables = Cryptid.get_highlighted_cards({ G.consumeables }, card, 1, 1, function(card)
			return card.ability.consumeable
		end)
		if
			#hand ~= 1
			or #consumeables ~= 1
			or SMODS.is_eternal(consumeables[1])
			or consumeables[1].ability.set == "Unique"
		then
			return false
		end
		return true
	end,
	use = function(self, card, area, copier)
		local hand = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
		local consumeables = Cryptid.get_highlighted_cards({ G.consumeables }, card, 1, 1, function(card)
			return card.ability.consumeable
		end)
		if #hand == 1 and #consumeables == 1 then
			G.E_MANAGER:add_event(Event({
				trigger = "immediate",
				func = function()
					G.cry_mergearea1 =
						CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 })
					G.cry_mergearea2 =
						CardArea(G.play.T.x, G.play.T.y, G.play.T.w, G.play.T.h, { type = "play", card_limit = 5 })
					local key = consumeables[1].config.center.key
					local c = consumeables[1]
					local CARD = hand[1]
					play_sound("card1")
					G.consumeables:remove_from_highlighted(c)
					CARD.area = G.cry_mergearea1
					c.area = G.cry_mergearea2
					draw_card(G.hand, G.cry_mergearea1, 1, "up", true, CARD)
					draw_card(G.consumeables, G.cry_mergearea2, 1, "up", true, c)
					delay(0.2)
					CARD:flip()
					c:flip()
					delay(0.2)
					local percent = 0.85 + (1 - 0.999) / (#G.hand.highlighted - 0.998) * 0.3
					G.E_MANAGER:add_event(Event({
						trigger = "after",
						delay = 0.2,
						func = function()
							play_sound("timpani")
							c:start_dissolve(nil, nil, 0)
							CARD:flip()
							CARD:set_ability(G.P_CENTERS[key], true, nil)
							play_sound("tarot2", percent)
							CARD:juice_up(0.3, 0.3)
							return true
						end,
					}))
					delay(0.5)
					draw_card(G.cry_mergearea1, G.hand, 1, "up", true, CARD)
					G.E_MANAGER:add_event(Event({
						trigger = "after",
						delay = 0.5,
						func = function()
							G.cry_mergearea2:remove_card(c)
							G.cry_mergearea2:remove()
							G.cry_mergearea1:remove()
							G.cry_mergearea1 = nil
							G.cry_mergearea2 = nil
							return true
						end,
					}))
					return true
				end,
			}))
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Commit
-- Destroys a selected joker and creates a different joker of the same rarity
local commit = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "commit",
	name = "cry-Commit",
	atlas = "atlasnotjokers",
	pos = { x = 8, y = 2 },
	cost = 4,
	order = 408,
	can_use = function(self, card)
		local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
			return card.ability.set == "Joker" and not card.getting_sliced
		end)
		return #jokers == 1
			and not SMODS.is_eternal(jokers[1])
			and not (type(jokers[1].config.center.rarity) == "number" and jokers[1].config.center.rarity >= 5)
	end,
	use = function(self, card, area, copier)
		local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
			return card.ability.set == "Joker" and not card.getting_sliced
		end)
		local deleted_joker_key = jokers[1].config.center.key
		local rarity = jokers[1].config.center.rarity
		jokers[1].getting_sliced = true
		local legendary = nil
		--please someone add a rarity api to steamodded
		if rarity == 1 then
			rarity = 0
		elseif rarity == 2 then
			rarity = 0.9
		elseif rarity == 3 then
			rarity = 0.99
		elseif rarity == 4 then
			rarity = nil
			legendary = true
		end -- Deleted check for "cry epic" it was giving rare jokers by setting rarity to 1
		local _first_dissolve = nil
		G.E_MANAGER:add_event(Event({
			trigger = "before",
			delay = 0.75,
			func = function()
				jokers[1]:start_dissolve(nil, _first_dissolve)
				_first_dissolve = true
				return true
			end,
		}))
		G.E_MANAGER:add_event(Event({
			trigger = "after",
			delay = 0.4,
			func = function()
				play_sound("timpani")
				local card = create_card("Joker", G.jokers, legendary, rarity, nil, nil, nil, "cry_commit")
				card:add_to_deck()
				G.jokers:emplace(card)
				card:juice_up(0.3, 0.5)
				if card.config.center.key == deleted_joker_key then
					check_for_unlock({ type = "pr_unlock" })
				end
				return true
			end,
		}))
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://MACHINECODE
-- Creates a random Glitched consumable
local machinecode = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Machine Code",
	key = "machinecode",
	pos = { x = 7, y = 3 },
	cost = 3,
	atlas = "atlasnotjokers",
	order = 409,
	can_use = function(self, card)
		return true
	end,
	can_bulk_use = true,
	loc_vars = function(self, info_queue, center)
		return {
			main_start = {
				Cryptid.randomchar(codechars6),
				Cryptid.randomchar(codechars6),
				Cryptid.randomchar(codechars6),
				Cryptid.randomchar(codechars6),
				Cryptid.randomchar(codechars6),
				Cryptid.randomchar(codechars6),
			},
		}
	end,
	use = function(self, card, area, copier)
		local card = create_card(
			"Consumeables",
			G.consumeables,
			nil,
			nil,
			nil,
			nil,
			Cryptid.random_consumable("cry_machinecode", nil, "c_cry_machinecode").key,
			c_cry_machinecode
		)
		card:set_edition({ cry_glitched = true })
		card:add_to_deck()
		G.consumeables:emplace(card)
	end,
	bulk_use = function(self, card, area, copier, number)
		local a = {}
		local b
		for i = 1, number do
			b = Cryptid.random_consumable("cry_machinecode", nil, "c_cry_machinecode")
			a[b] = (a[b] or 0) + 1
		end
		for k, v in pairs(a) do
			local card = create_card("Consumeables", G.consumeables, nil, nil, nil, nil, k.key)
			card:set_edition({ cry_glitched = true })
			card:add_to_deck()
			if card.setQty then
				card:setQty(v)
			end
			G.consumeables:emplace(card)
		end
		G.E_MANAGER:add_event(Event({
			trigger = "after",
			func = function()
				a = nil
				return true
			end,
		}))
	end,
	init = function(self)
		--Machine Code rendering
		codechars2 = { "!", "'", ",", ".", ":", ";", "i", "l", "|", "¡", "¦", "ì", "í", "ı" }
		codechars4 = { " ", "(", ")", "[", "]", "j", "î", "ī", "ĭ" }
		codechars5 = { '"', "*", "<", ">", "{", "}", "¨", "°", "º", "×" }
		codechars6 = {
			"$",
			"%",
			"+",
			"-",
			"/",
			"0",
			"1",
			"2",
			"3",
			"4",
			"5",
			"6",
			"7",
			"8",
			"9",
			"=",
			"?",
			"A",
			"B",
			"C",
			"D",
			"E",
			"F",
			"G",
			"H",
			"I",
			"J",
			"K",
			"L",
			"N",
			"O",
			"P",
			"R",
			"S",
			"T",
			"U",
			"V",
			"Y",
			"Z",
			"\\",
			"^",
			"_",
			"a",
			"b",
			"c",
			"d",
			"e",
			"f",
			"g",
			"h",
			"k",
			"n",
			"o",
			"p",
			"q",
			"r",
			"s",
			"t",
			"u",
			"v",
			"y",
			"z",
			"~",
			"¢",
			"¥",
			"§",
			"¬",
			"±",
			"¿",
			"À",
			"Á",
			"Â",
			"Ã",
			"Ä",
			"Å",
			"Ç",
			"È",
			"É",
			"Ê",
			"Ë",
			"Ì",
			"Í",
			"Î",
			"Ï",
			"Ñ",
			"Ò",
			"Ó",
			"Ô",
			"Õ",
			"Ö",
			"Ù",
			"Ú",
			"Û",
			"Ü",
			"Ý",
			"Þ",
			"à",
			"á",
			"â",
			"ã",
			"ä",
			"å",
			"ç",
			"è",
			"é",
			"ê",
			"ë",
			"ï",
			"ñ",
			"ò",
			"ó",
			"ô",
			"õ",
			"ö",
			"÷",
			"ù",
			"ú",
			"û",
			"ü",
			"ý",
			"þ",
			"ÿ",
			"Ā",
			"ā",
			"Ă",
			"ă",
			"Ć",
			"ć",
			"Ē",
			"ē",
			"Ĕ",
			"ĕ",
			"Ğ",
			"ğ",
			"Ī",
			"Ĭ",
			"İ",
			"ł",
			"Ń",
			"ń",
			"Ō",
			"ō",
			"Ŏ",
			"ŏ",
			"Ś",
			"ś",
			"Ş",
			"ş",
			"Ū",
			"ū",
			"Ŭ",
			"ŭ",
			"Ÿ",
			"Ź",
			"ź",
			"Ż",
			"ż",
			"Ǔ",
			"ǔ",
			"μ",
		}
		codechars7 = { "#", "Q", "X", "x", "£", "ß", "Ą", "ą", "Đ", "đ", "Ę", "ę" }
		codechars8 = { "M", "W", "m", "w", "¤", "¶", "Ø", "ø", "Ł" }
		codechars9 = { "&", "@", "©", "«", "®", "»" }
		codechars10 = { "Æ", "æ", "Œ", "œ" }
		function Cryptid.randomchar(arr)
			return {
				n = G.UIT.O,
				config = {
					object = DynaText({
						string = arr,
						pop_in_rate = 9999999,
						silent = true,
						random_element = true,
						pop_delay = 0.1,
						scale = 0.4,
						min_cycle_time = 0,
					}),
				},
			}
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Spaghetti
-- Creates a random Glitched food joker
local spaghetti = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "spaghetti",
	name = "cry-Spaghetti",
	atlas = "atlasnotjokers",
	order = 410,
	pos = { x = 12, y = 2 },
	cost = 4,
	loc_vars = function(self, info_queue, card)
		info_queue[#info_queue + 1] = G.P_CENTERS.e_cry_glitched
		info_queue[#info_queue + 1] = { set = "Other", key = "food_jokers" }
	end,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		local card = create_card("Food", G.jokers, nil, nil, nil, nil, nil, "cry_spaghetti")
		card:set_edition({
			cry_glitched = true,
		})
		card:add_to_deck()
		G.jokers:emplace(card)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Seed
-- Gives any card Rigged
-- (TODO: make it work when used in shop)
local seed = {
	cry_credits = {
		idea = {
			"Mjiojio",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Seed",
	key = "seed",
	pos = { x = 10, y = 1 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 411,
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.jokers, G.hand, G.consumeables, G.pack_cards }, card, 1, 1)
		--the card itself and one other card
		return #cards == 1
	end,
	loc_vars = function(self, info_queue, card)
		info_queue[#info_queue + 1] = { key = "cry_rigged", set = "Other", vars = {} }
	end,
	use = function(self, card, area, copier)
		local cards = Cryptid.get_highlighted_cards({ G.jokers, G.hand, G.consumeables, G.pack_cards }, card, 1, 1)
		if cards[1] then
			cards[1].ability.cry_rigged = true
			if cards[1].config.center.key == "j_cry_googol_play" then
				check_for_unlock({ type = "googol_play_rigged" })
			end
		end
		if cards[1].area == G.hand then
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				func = function()
					G.hand:unhighlight_all()
					return true
				end,
			}))
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- Rigged sticker, guarantees listed odds (most of the time)
local rigged = {
	dependencies = {
		items = {
			"c_cry_seed",
			"set_cry_code",
		},
	},
	object_type = "Sticker",
	atlas = "sticker",
	pos = { x = 6, y = 1 },
	key = "cry_rigged",
	no_sticker_sheet = true,
	prefix_config = { key = false },
	badge_colour = HEX("14b341"),
	order = 605,
	draw = function(self, card) --don't draw shine
		local notilt = nil
		if card.area and card.area.config.type == "deck" then
			notilt = true
		end
		if not G.shared_stickers["cry_rigged2"] then
			G.shared_stickers["cry_rigged2"] =
				Sprite(0, 0, G.CARD_W, G.CARD_H, G.ASSET_ATLAS["cry_sticker"], { x = 5, y = 1 })
		end -- no matter how late i init this, it's always late, so i'm doing it in the damn draw function

		G.shared_stickers[self.key].role.draw_major = card
		G.shared_stickers["cry_rigged2"].role.draw_major = card

		G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, notilt, card.children.center)

		card.hover_tilt = card.hover_tilt / 2 -- call it spaghetti, but it's what hologram does so...
		G.shared_stickers["cry_rigged2"]:draw_shader("dissolve", nil, nil, notilt, card.children.center)
		G.shared_stickers["cry_rigged2"]:draw_shader(
			"hologram",
			nil,
			card.ARGS.send_to_shader,
			notilt,
			card.children.center
		) -- this doesn't really do much tbh, but the slight effect is nice
		card.hover_tilt = card.hover_tilt * 2
	end,
	calculate = function(self, card, context)
		if context.mod_probability and context.trigger_obj == card then
			return {
				numerator = context.numerator * 2,
			}
		end
	end,
}
-- ://Patch
-- Removes all visible debuffs, flips cards face up
local patch = {
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "patch",
	name = "cry-patch",
	atlas = "atlasnotjokers",
	order = 412,
	config = {},
	pos = { x = 8, y = 4 },
	cost = 4,
	can_bulk_use = true,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		for i = 1, #G.hand.cards do
			local CARD = G.hand.cards[i]
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					CARD:flip()
					return true
				end,
			}))
		end
		for i = 1, #G.jokers.cards do
			local CARD = G.jokers.cards[i]
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					CARD:flip()
					return true
				end,
			}))
		end
		for i = 1, #G.consumeables.cards do
			local CARD = G.consumeables.cards[i]
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					CARD:flip()
					return true
				end,
			}))
		end
		delay(0.2)
		for i = 1, #G.hand.cards do
			local CARD = G.hand.cards[i]
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					if CARD.facing == "back" then
						CARD:flip()
					end
					CARD.debuff = false
					CARD.cry_debuff_immune = true
					play_sound("tarot2", percent)
					CARD:juice_up(0.3, 0.3)
					return true
				end,
			}))
		end
		for i = 1, #G.jokers.cards do
			local CARD = G.jokers.cards[i]
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					if CARD.facing == "back" then
						CARD:flip()
					end
					CARD.debuff = false
					play_sound("card1", percent)
					CARD:juice_up(0.3, 0.3)
					return true
				end,
			}))
		end
		for i = 1, #G.consumeables.cards do
			local CARD = G.consumeables.cards[i]
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.15,
				func = function()
					if CARD.facing == "back" then
						CARD:flip()
					end
					CARD.debuff = false
					play_sound("card1", percent)
					CARD:juice_up(0.3, 0.3)
					return true
				end,
			}))
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Update, TBD, missing art
local cryupdate = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"Gemstonez",
		},
		code = {
			"Nova",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Update",
	key = "cryupdate",
	pos = { x = 6, y = 4 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 413,
	can_use = function(self, card)
		return false
	end,
	-- use = function(self, card, area, copier)

	-- end,
	-- bulk_use = function(self, card, area, copier, number)

	-- end,
} -- UNIMPLEMENTED
-- Hook://
-- Applies Hooked to two jokers
local hook = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Nova",
		},
	},
	gameset_config = {
		modest = { disabled = true },
		mainline = { disabled = false },
		madness = { disabled = false },
		experimental = { disabled = false },
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Hook",
	key = "hook",
	pos = { x = 7, y = 4 },
	config = {},
	cost = 4,
	atlas = "atlasnotjokers",
	order = 414,
	can_use = function(self, card)
		local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 2, 2)
		return #jokers == 2
	end,
	loc_vars = function(self, info_queue, card)
		info_queue[#info_queue + 1] = { key = "cry_hooked", set = "Other", vars = { "hooked Joker" } }
	end,
	use = function(self, card, area, copier)
		local jokers = Cryptid.get_highlighted_cards({ G.jokers }, card, 2, 2)
		local card1 = jokers[1]
		local card2 = jokers[2]
		if card1 and card2 then
			if card1.ability.cry_hooked then
				for _, v in ipairs(G.jokers.cards) do
					if v.sort_id == card1.ability.cry_hook_id then
						v.ability.cry_hooked = false
					end
				end
			end
			if card2.ability.cry_hooked then
				for _, v in ipairs(G.jokers.cards) do
					if v.sort_id == card2.ability.cry_hook_id then
						v.ability.cry_hooked = false
					end
				end
			end
			card1.ability.cry_hooked = true
			card2.ability.cry_hooked = true
			card1.ability.cry_hook_id = card2.sort_id
			card2.ability.cry_hook_id = card1.sort_id
		end
	end,
	init = function(self)
		local Cardstart_dissolveRef = Card.start_dissolve
		function Card:start_dissolve(dissolve_colours, silent, dissolve_time_fac, no_juice)
			if G.jokers then
				for i = 1, #G.jokers.cards do
					if
						(G.jokers.cards[i].ability.cry_hook_id == self.sort_id)
						or (G.jokers.cards[i].sort_id == self.ability.cry_hook_id)
					then
						G.jokers.cards[i].ability.cry_hooked = false
						G.jokers.cards[i].ability.cry_hook_id = nil
					end
				end
			end
			Cardstart_dissolveRef(self, dissolve_colours, silent, dissolve_time_fac, no_juice)
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- Hooked Sticker
-- When a joker is naturally triggered, Force-Trigger the hooked joker
local hooked = {
	dependencies = {
		items = {
			"set_cry_code",
			"c_cry_hook",
		},
	},
	object_type = "Sticker",
	atlas = "sticker",
	pos = { x = 5, y = 3 },
	no_edeck = true,
	order = 606,
	loc_vars = function(self, info_queue, card)
		local var
		if not card or not card.ability.cry_hook_id then
			var = "[" .. localize("k_joker") .. "]"
		else
			for i = 1, #G.jokers.cards do
				if G.jokers.cards[i].sort_id == card.ability.cry_hook_id then
					var = localize({ type = "name_text", set = "Joker", key = G.jokers.cards[i].config.center_key })
				end
			end
			var = var or ("[no joker found - " .. (card.ability.cry_hook_id or "nil") .. "]")
		end
		return {
			vars = { var or "hooked Joker" },
			key = Cryptid.gameset_loc(self, { madness = "2" }),
		}
	end,
	key = "cry_hooked",
	no_sticker_sheet = true,
	prefix_config = { key = false },
	badge_colour = HEX("14b341"),
	draw = function(self, card) --don't draw shine
		G.shared_stickers[self.key].role.draw_major = card
		G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, nil, card.children.center)
	end,
	calculate = function(self, card, context)
		if
			context.other_card == card
			and context.post_trigger
			and not context.forcetrigger
			and not context.other_context.forcetrigger
			and not context.other_context.mod_probability
			and not context.other_context.fixed_probability
		then
			for i = 1, #G.jokers.cards do
				if G.jokers.cards[i].sort_id == card.ability.cry_hook_id then
					local results = Cryptid.forcetrigger(G.jokers.cards[i], context)
					if results and results.jokers then
						return results.jokers
					end
				end
			end
		end

		if context.end_of_round and context.individual and Cryptid.gameset(G.P_CENTERS.c_cry_hook) ~= "madness" then
			card.ability.cry_hooked = nil
		end
	end,
}
-- ://Off By One
-- The next opened booster pack has +1/+1 slots/selections
local oboe = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "oboe",
	name = "cry-oboe",
	atlas = "atlasnotjokers",
	order = 415,
	config = { extra = { choices = 1 } },
	pos = { x = 9, y = 3 },
	cost = 4,
	can_bulk_use = true,
	loc_vars = function(self, info_queue, card)
		if not card then
			return { vars = { math.floor(self.config.extra.choices), (Cryptid.safe_get(G.GAME, "cry_oboe") or 0) } }
		end
		return { vars = { math.floor(card.ability.extra.choices), (Cryptid.safe_get(G.GAME, "cry_oboe") or 0) } }
	end,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		G.GAME.cry_oboe = G.GAME.cry_oboe + math.floor(card.ability.extra.choices)
	end,
	bulk_use = function(self, card, area, copier, number)
		G.GAME.cry_oboe = G.GAME.cry_oboe + (math.floor(card.ability.extra.choices) * number)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Assemble
-- Add the number of jokers to selected hand's +mult
local assemble = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Nova",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Assemble",
	key = "assemble",
	pos = { x = 11, y = 5 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 416,
	can_use = function(self, card)
		local aaa = 0
		if Cryptid.enabled("set_cry_poker_hand_stuff") == true and G.PROFILES[G.SETTINGS.profile].cry_none then
			aaa = -1
		end
		local cards = Cryptid.get_highlighted_cards({ G.hand }, card, aaa + 1, 999)
		return (#cards > aaa and #G.jokers.cards > 1)
	end,
	use = function(self, card, area, copier)
		local upgrade_hand
		local num = 0
		if G.PROFILES[G.SETTINGS.profile].cry_none then
			num = -1
		end
		local hand = Cryptid.get_highlighted_cards({ G.hand }, card, num + 1, G.hand.config.highlighted_limit)
		if #hand > num and not G.cry_force_use then
			upgrade_hand = G.GAME.hands[G.FUNCS.get_poker_hand_info(hand)]
		else
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				func = function()
					local text = G.FUNCS.get_poker_hand_info(G.play.cards)
					upgrade_hand = G.GAME.hands[text]
						or (G.PROFILES[G.SETTINGS.profile].cry_none and G.GAME.hands["cry_None"])
					upgrade_hand.mult = upgrade_hand.mult + #G.jokers.cards
					return true
				end,
			}))
		end
		if upgrade_hand then
			upgrade_hand.mult = upgrade_hand.mult + #G.jokers.cards
			G.hand:unhighlight_all()
		end
	end,
	bulk_use = function(self, card, area, copier, number)
		local upgrade_hand
		local num = 0
		if G.PROFILES[G.SETTINGS.profile].cry_none then
			num = -1
		end
		if #G.hand.highlighted > num then
			upgrade_hand = G.GAME.hands[G.FUNCS.get_poker_hand_info(G.hand.highlighted)]
		elseif #G.play.cards > num then
			upgrade_hand = G.GAME.hands[G.FUNCS.get_poker_hand_info(G.play.cards)]
		end
		if upgrade_hand then
			upgrade_hand.mult = upgrade_hand.mult + #G.jokers.cards * number
			G.hand:unhighlight_all()
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Instantiate
-- Draw 2 cards; one with selected card's rank and the other with selected card's suit (if possible)
local inst = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Foegro",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "inst",
	name = "cry-Inst",
	atlas = "atlasnotjokers",
	order = 417,
	pos = { x = 10, y = 4 },
	cost = 4,
	can_bulk_use = true,
	loc_vars = function(self, info_queue, card)
		return {}
	end,
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
		return #cards == 1
	end,
	use = function(self, card, area, copier)
		local same = 0
		local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
		for i = 1, #G.deck.cards do
			if G.deck.cards[i].base.value == cards[1].base.value then
				same = i
				draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i])
				break
			end
		end
		for i = 1, #G.deck.cards do
			if G.deck.cards[i].base.suit == cards[1].base.suit and i ~= same then
				draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i])
				break
			end
		end
	end,
	bulk_use = function(self, card, area, copier, number)
		for j = 1, number do
			local same = 0
			local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
			for i = 1, #G.deck.cards do
				if G.deck.cards[i].base.value == cards[1].base.value then
					same = i
					draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i])
					break
				end
			end
			for i = 1, #G.deck.cards do
				if G.deck.cards[i].base.suit == cards[1].base.suit and i ~= same then
					draw_card(G.deck, G.hand, nil, nil, false, G.deck.cards[i])
					break
				end
			end
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Revert
-- Loads the game state from the end of the last boss blind, at cash out
local revert = {
	cry_credits = {
		idea = {
			"Mjiojio",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Revert",
	key = "revert",
	pos = { x = 10, y = 0 },
	config = {},
	cost = 4,
	atlas = "atlasnotjokers",
	order = 418,
	can_use = function(self, card)
		return G.GAME.cry_revert
	end,
	use = function(self, card, area, copier)
		if not G.GAME.cry_revert then
			return
		end
		G.E_MANAGER:add_event(
			Event({
				trigger = "after",
				delay = G.SETTINGS.GAMESPEED,
				func = function()
					G:delete_run()
					G:start_run({
						savetext = STR_UNPACK(G.GAME.cry_revert),
					})
				end,
			}),
			"other"
		)
	end,
	init = function(self)
		local sr = save_run
		function save_run()
			--Sneaking this here but hopefully fixes pointer UI crashes
			if G.GAME.USING_CODE then
				return
			end
			if G.GAME.round_resets.ante ~= G.GAME.cry_revert_ante then
				G.GAME.cry_revert_ante = G.GAME.round_resets.ante
				G.GAME.cry_revert = nil
				sr()
				G.GAME.cry_revert = STR_PACK(G.culled_table)
				sr()
			end
			sr()
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- Function://
-- Saves the last 3 consumables used on first use, every use thereafter creates a copy of all 3 of those
local cryfunction = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Nova",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Function",
	key = "cryfunction",
	atlas = "atlasnotjokers",
	pos = { x = 11, y = 0 },
	cost = 4,
	order = 419,
	loc_vars = function(self, info_queue, card)
		lclze = function(index)
			local func_card = (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[index]
			if not func_card then
				return "None"
			end
			for _, group in pairs(G.localization.descriptions) do
				if _ ~= "Back" then
					for key, card in pairs(group) do
						if key == func_card then
							return card.name
						end
					end
				end
			end
			return "None"
		end
		info_queue[#info_queue + 1] = {
			key = "cry_function_sticker_desc",
			set = "Other",
			vars = {
				lclze(1),
				lclze(2),
				lclze(3),
			},
		}
	end,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		if #G.consumeables.cards < G.consumeables.config.card_limit then
			if not G.GAME.cry_function_cards and #G.GAME.cry_last_used_consumeables == 0 then
				G.E_MANAGER:add_event(Event({
					func = function()
						local new_card = create_card(
							"Code",
							G.consumeables,
							nil,
							nil,
							nil,
							nil,
							"c_cry_cryfunction",
							"cry_cryfunction"
						)
						new_card:add_to_deck()
						G.consumeables:emplace(new_card)
						G.GAME.consumeable_buffer = 0
						return true
					end,
				}))
			elseif not G.GAME.cry_function_cards then
				G.GAME.cry_function_cards = {}
				for i = 1, #G.GAME.cry_function_stupid_workaround do
					G.GAME.cry_function_cards[i] = G.GAME.cry_function_stupid_workaround[i]
				end
			else
				G.E_MANAGER:add_event(Event({
					func = function()
						local new_card = create_card(
							"Consumeables",
							G.consumeables,
							nil,
							nil,
							nil,
							nil,
							G.GAME.cry_function_cards[1],
							"cry_cryfunction"
						)
						new_card:add_to_deck()
						new_card.ability.cry_function_sticker = true
						new_card.ability.cry_function_counter = 1
						G.consumeables:emplace(new_card)
						G.GAME.consumeable_buffer = 0
						return true
					end,
				}))
			end
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- Function:// Sticker
-- When used, creates the next saved Function:// card
local function_sticker = {
	dependencies = {
		items = {
			"set_cry_code",
			"c_cry_cryfunction",
		},
	},
	object_type = "Sticker",
	atlas = "sticker",
	pos = { x = 3, y = 5 },
	config = {},
	key = "cry_function_sticker",
	no_sticker_sheet = true,
	prefix_config = { key = false },
	badge_colour = HEX("14b341"),
	order = 607,
	draw = function(self, card) --don't draw shine
		G.shared_stickers["cry_function_sticker"].role.draw_major = card
		G.shared_stickers["cry_function_sticker"]:draw_shader("dissolve", nil, nil, nil, card.children.center)
	end,
	-- loc_vars = function(self, info_queue, card)
	-- 	info_queue[#info_queue + 1] = {
	-- 		key = "cry_function_sticker_desc",
	-- 		set = "Other",
	-- 		vars = {
	-- 			(G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[1],
	-- 			(G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[2],
	-- 			(G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[3],
	-- 		},
	-- 	}
	-- end,
	loc_vars = function(self, info_queue, card)
		lclze = function(index)
			local func_card = (G.GAME.cry_function_cards or G.GAME.cry_last_used_consumeables)[index]
			if not func_card then
				return "None"
			end
			for _, group in pairs(G.localization.descriptions) do
				if _ ~= "Back" then
					for key, card in pairs(group) do
						if key == func_card then
							return card.name
						end
					end
				end
			end
			return "None"
		end
		return {
			key = "cry_function_sticker",
			set = "Other",
			vars = {
				lclze(1),
				lclze(2),
				lclze(3),
			},
		}
	end,
}
-- ://Run
-- visit a shop mid-blind
local run = {
	cry_credits = {
		idea = {
			"Mjiojio",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Run",
	key = "run",
	pos = { x = 12, y = 0 },
	cost = 3,
	atlas = "atlasnotjokers",
	order = 420,
	can_use = function(self, card)
		return Cryptid.safe_get(G.GAME, "blind", "in_blind") and not G.GAME.USING_RUN
	end,
	can_bulk_use = true,
	use = function(self, card, area, copier)
		G.cry_runarea = CardArea(
			G.discard.T.x,
			G.discard.T.y,
			G.discard.T.w,
			G.discard.T.h,
			{ type = "discard", card_limit = 1e100 }
		)
		local hand_count = #G.hand.cards
		for i = 1, hand_count do
			draw_card(G.hand, G.cry_runarea, i * 100 / hand_count, "down", nil, nil, 0.07)
		end
		G.E_MANAGER:add_event(Event({
			trigger = "immediate",
			func = function()
				G.GAME.current_round.jokers_purchased = 0
				G.STATE = G.STATES.SHOP
				G.GAME.USING_CODE = true
				G.GAME.USING_RUN = true
				G.GAME.RUN_STATE_COMPLETE = 0
				G.GAME.shop_free = nil
				G.GAME.shop_d6ed = nil
				G.STATE_COMPLETE = false
				G.GAME.current_round.used_packs = {}
				return true
			end,
		}))
	end,
	init = function(self)
		local gfts = G.FUNCS.toggle_shop
		G.FUNCS.toggle_shop = function(e)
			gfts(e)
			if G.GAME.USING_RUN then
				G.E_MANAGER:add_event(Event({
					trigger = "after",
					delay = 0.5,
					func = function()
						G.GAME.USING_RUN = false
						G.GAME.USING_CODE = false
						return true
					end,
				}))
				local hand_count = #G.cry_runarea.cards
				for i = 1, hand_count do
					draw_card(G.cry_runarea, G.hand, i * 100 / hand_count, "up", true)
				end
				G.E_MANAGER:add_event(Event({
					trigger = "after",
					delay = 0.5,
					func = function()
						G.GAME.current_round.used_packs = {}
						G.cry_runarea:remove()
						G.cry_runarea = nil
						G.STATE = G.STATES.SELECTING_HAND
						return true
					end,
				}))
			end
		end
		local gus = Game.update_shop
		function Game:update_shop(dt)
			gus(self, dt)
			if G.GAME.USING_RUN and G.STATE_COMPLETE and G.GAME.RUN_STATE_COMPLETE < 60 then
				G.shop.alignment.offset.y = -5.3
				G.GAME.RUN_STATE_COMPLETE = G.GAME.RUN_STATE_COMPLETE + 1
			end
		end
		local guis = G.UIDEF.shop
		function G.UIDEF.shop()
			local ret = guis()
			if G.GAME.USING_RUN then
				G.SHOP_SIGN:remove()
				G.SHOP_SIGN = {
					remove = function()
						return true
					end,
					alignment = { offset = { y = 0 } },
				}
			end
			return ret
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}

-- ://Declare
-- Create a new Poker hand from selected cards
local declare = {
	cry_credits = {
		idea = {
			"Ronnec",
			"cassknows",
		},
		art = {
			"lord.ruby",
		},
		code = {
			"lord.ruby",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Declare",
	key = "declare",
	pos = { x = 6, y = 4 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 420.5,
	loc_vars = function(self, q, card)
		return {
			vars = {
				localize(
					({
						"Straight",
						"Flush",
						"Full House",
						"Full House",
					})[(G.GAME.DECLARE_USED or 0) + 1],
					"poker_hands"
				),
				number_format(3 - (G.GAME.DECLARE_USED or 0)),
			},
		}
	end,
	can_use = function(self, card)
		G.GAME.DECLARE_USED = G.GAME.DECLARE_USED or 0
		return (G.GAME.DECLARE_USED or 0) < 3
	end,
	use = function(self, card, area, copier)
		G.GAME.USING_CODE = true
		G.GAME.USING_DECLARE = true
		G.ENTERED_CARD = ""
		G.CHOOSE_CARD = UIBox({
			definition = create_UIBox_declare(card),
			config = {
				align = "cm",
				offset = { x = 0, y = 10 },
				major = G.ROOM_ATTACH,
				bond = "Weak",
				instance_type = "POPUP",
			},
		})
		G.CHOOSE_CARD.alignment.offset.y = 0
		G.ROOM.jiggle = G.ROOM.jiggle + 1
		G.CHOOSE_CARD:align_to_major()
	end,
	init = function()
		function create_UIBox_declare(card)
			G.E_MANAGER:add_event(Event({
				blockable = false,
				func = function()
					G.REFRESH_ALERTS = true
					return true
				end,
			}))
			local t = create_UIBox_generic_options({
				no_back = true,
				colour = HEX("04200c"),
				outline_colour = G.C.SECONDARY_SET.Code,
				contents = {
					{
						n = G.UIT.R,
						nodes = {
							create_text_input({
								colour = G.C.SET.Code,
								hooked_colour = darken(copy_table(G.C.SET.Code), 0.3),
								w = 4.5,
								h = 1,
								max_length = 100,
								extended_corpus = true,
								prompt_text = localize("cry_code_enter_hand"),
								ref_table = G,
								ref_value = "ENTERED_CARD",
								keyboard_offset = 1,
							}),
						},
					},
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.SET.Code,
								button = "declare_apply",
								label = { localize("cry_code_with_suits") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.SET.Code,
								button = "declare_apply_suitless",
								label = { localize("cry_code_without_suits") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.RED,
								button = "declare_cancel",
								label = { localize("cry_code_cancel") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
				},
			})
			return t
		end
		G.FUNCS.declare_cancel = function()
			if G.CHOOSE_CARD then
				G.CHOOSE_CARD:remove()
			end
			G.GAME.USING_CODE = false
			G.GAME.USING_DECLARE = false
		end
		G.FUNCS.declare_apply = function()
			G.GAME.hands["cry_Declare" .. tostring(G.GAME.DECLARE_USED or 0)] =
				Cryptid.create_declare_hand(G.hand.highlighted, G.ENTERED_CARD)
			G.GAME.DECLARE_USED = (G.GAME.DECLARE_USED or 0) + 1
			G.FUNCS.declare_cancel()
		end
		G.FUNCS.declare_apply_suitless = function()
			G.GAME.hands["cry_Declare" .. tostring(G.GAME.DECLARE_USED or 0)] =
				Cryptid.create_declare_hand(G.hand.highlighted, G.ENTERED_CARD, true)
			G.GAME.DECLARE_USED = (G.GAME.DECLARE_USED or 0) + 1
			G.FUNCS.declare_cancel()
		end
		Cryptid.create_declare_hand = function(cards, name, suitless)
			if G.ENTERED_CARD == "" then
				G.ENTERED_CARD = "cry_Declare" .. tostring(G.GAME.DECLARE_USED or 0)
			end
			local complexity = #cards
			local ranks = {}
			local suits = {}
			for i, v in pairs(cards) do
				if not ranks[v.base.value] then
					ranks[v.base.value] = true
				end
			end
			for i, v in pairs(cards) do
				if not suits[v.base.suit] and not suitless then
					suits[v.base.suit] = true
				end
			end
			local s = #suits - 1
			local r = #ranks - 1
			local mult = math.floor((complexity / 1.41428) ^ 2.25 + s + r)
			if mult < 1 then
				mult = 1
			end
			local chips = math.floor(mult * 9.55)
			local l_chips = chips * 0.25
			local l_mult = mult * 0.25
			local declare_cards = {}
			for i, v in pairs(cards) do
				local card = {
					rank = v:get_id() > 0 and v:get_id() or "rankless",
					suit = not suitless and (SMODS.has_no_suit(v) and "suitless" or v.base.suit),
				}
				declare_cards[#declare_cards + 1] = card
			end
			for i, v in pairs(G.GAME.hands) do
				v.order = (v.order or 0) + 1
			end
			return {
				order = 1,
				l_mult = l_mult,
				l_chips = l_chips,
				mult = mult,
				chips = chips,
				example = Cryptid.create_declare_example(cards, suitless),
				visible = true,
				played = 0,
				_saved_d_v = true,
				played_this_round = 0,
				played_this_ante = 0,
				s_mult = mult,
				s_chips = chips,
				from_declare = true,
				declare_cards = declare_cards,
				declare_name = G.ENTERED_CARD,
				level = 1,
				index = G.GAME.DECLARE_USED or 0,
				suitless = suitless,
			}
		end
		local localize_ref = localize
		function localize(first, second, ...)
			if second == "poker_hands" then
				if G then
					if G.GAME then
						if G.GAME.hands then
							if G.GAME.hands[first] then
								if G.GAME.hands[first].declare_name then
									return G.GAME.hands[first].declare_name
								end
							end
						end
					end
				end
			end
			if second == "poker_hand_descriptions" then
				if G then
					if G.GAME then
						if G.GAME.hands then
							if G.GAME.hands[first] then
								if G.GAME.hands[first].suitless then
									return localize_ref(first .. "_suitless", second, ...)
								end
							end
						end
					end
				end
			end
			return localize_ref(first, second, ...)
		end
		local is_visibleref = SMODS.is_poker_hand_visible
		function SMODS.is_poker_hand_visible(handname)
			if not SMODS.PokerHands[handname] then
				return G.GAME.hands[handname] and G.GAME.hands[handname].visible
			end
			return is_visibleref(handname)
		end
		function Cryptid.create_declare_example(cards, suitless)
			local c = {}
			for i, v in pairs(cards) do
				local key = SMODS.Suits[v.base.suit].card_key .. "_" .. SMODS.Ranks[v.base.value].card_key
				local enhancement = (SMODS.has_no_suit(v) and "m_stone") or (suitless and "m_wild") or nil
				c[#c + 1] = { key, true, enhancement = enhancement }
			end
			return c
		end
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}

-- ://Class
-- Change a selected card's enhancement to one of your choosing (or nil)

local enh_table = {
	m_bonus = { "bonus" },
	m_mult = { "mult", "red" },
	m_wild = { "wild", "suit" },
	m_glass = { "glass", "xmult" },
	m_steel = { "steel", "metal", "grey" },
	m_stone = { "stone", "chip", "chips" },
	m_gold = { "gold", "money", "yellow" },
	m_lucky = { "lucky", "rng" },
	m_cry_echo = { "echo", "retrigger", "retriggers" },
	m_cry_abstract = { "abstract", "abstracted", "tadc", "theamazingdigitalcircus", "kaufumo" }, --why him? he was the first person we see get abstracted
	m_cry_light = { "light" },
	ccd = { "ccd" },
	null = { "nil" },
}

Cryptid.load_enhancement_aliases(enh_table)

local class = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "class",
	name = "cry-Class",
	atlas = "atlasnotjokers",
	pos = { x = 11, y = 1 },
	cost = 4,
	order = 421,
	config = { max_highlighted = 1, extra = { enteredrank = "" } },
	loc_vars = function(self, info_queue, card)
		return { vars = { Cryptid.safe_get(card, "ability", "max_highlighted") or self.config.max_highlighted } }
	end,
	use = function(self, card, area, copier)
		-- Un-use the card
		if not card.ability.cry_multiuse or to_big(card.ability.cry_multiuse) <= to_big(1) then
			G.GAME.CODE_DESTROY_CARD = copy_card(card)
			G.consumeables:emplace(G.GAME.CODE_DESTROY_CARD)
			G.GAME.CODE_DESTROY_CARD.ability.cry_multiuse = nil
		end
		if card.ability.cry_multiuse then
			card.ability.cry_multiuse = card.ability.cry_multiuse + 1
		end
		G.GAME.USING_CODE = true
		G.GAME.USING_CLASS = card.ability.max_highlighted
		G.GAME.ACTIVE_CODE_CARD = G.GAME.CODE_DESTROY_CARD or card
		G.FUNCS.overlay_menu({ definition = create_UIBox_class() })
	end,
	init = function(self)
		local ccl = Card.click
		function Card:click()
			if G.GAME.USING_CLASS then
				if not self.debuff then
					G.FUNCS.exit_overlay_menu_code()
					delay(3)
					local cards = Cryptid.get_highlighted_cards({ G.hand }, {}, 1, G.GAME.USING_CLASS or 1)
					for i, v in pairs(cards) do
						v:flip()
					end
					delay(1)
					for i, v in pairs(cards) do
						v:set_ability(G.P_CENTERS[self.config.center.key])
					end
					delay(1)
					for i, v in pairs(cards) do
						v:flip()
					end
					G.hand:unhighlight_all()
					ccl(self)
					-- Re-use the card
					if G.GAME.ACTIVE_CODE_CARD then
						if
							not G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse
							or to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) <= to_big(1)
						then
							G.GAME.ACTIVE_CODE_CARD:start_dissolve()
						else
							G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse =
								lenient_bignum(to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) - to_big(1))
						end
					end
					G.GAME.ACTIVE_CODE_CARD = nil
				end
			else
				ccl(self)
			end
		end
		local emplace_ref = CardArea.emplace
		function CardArea:emplace(card, ...)
			if G.GAME.USING_CLASS or G.GAME.POINTER_SUBMENU == "Enhancement" then
				local c = card.config.center
				--no class is exclusive to class and no code is just a generic code cards cant create this thing
				if c.hidden or c.noe_doe or c.no_collection or c.no_class or c.no_code then
					card.debuff = true
				end
			end
			return emplace_ref(self, card, ...)
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		G.CODE_MAX_HIGHLIGHT = card.ability.max_highlighted
		local choices = {
			"bonus",
			"mult",
			"wild",
			"glass",
			"steel",
			"stone",
			"gold",
			"lucky",
			"echo",
			"light",
			"abstract",
		}
		for i, v in pairs(Cryptid.get_highlighted_cards({ G.hand }, {}, 1, card.ability.max_highlighted or 1)) do
			v:set_ability(pseudorandom_element(choices, pseudoseed("forceclass")))
		end
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Global
-- Gives a selected card the Global sticker
local global = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"Card Art: HexaCryonic",
			"Sticker Art: Gemstonez",
		},
		code = {
			"Nova",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-global",
	key = "global",
	pos = { x = 7, y = 5 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 422,
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
		return #cards == 1
	end,
	loc_vars = function(self, info_queue, card)
		info_queue[#info_queue + 1] = { key = "cry_global_sticker", set = "Other", vars = {} }
	end,
	use = function(self, card, area, copier)
		if area then
			area:remove_from_highlighted(card)
		end
		local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, 1)
		if cards[1] then
			cards[1].ability.cry_global_sticker = true
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- Global sticker
-- Always drawn on blind start or when booster pack opened
-- (before hand drawn, also drawn in packs like celestial that you typically wouldn't)
local global_sticker = {
	dependencies = {
		items = {
			"c_cry_global",
			"set_cry_code",
		},
	},
	object_type = "Sticker",
	atlas = "sticker",
	pos = { x = 6, y = 5 },
	key = "cry_global_sticker",
	no_sticker_sheet = true,
	prefix_config = { key = false },
	badge_colour = HEX("14b341"),
	order = 608,
	draw = function(self, card) --don't draw shine                       -- i have no idea what any of this does, someone else can do all that (yes i took it from seed how could you tell)
		local notilt = nil
		if card.area and card.area.config.type == "deck" then
			notilt = true
		end
		if not G.shared_stickers["cry_global_sticker2"] then
			G.shared_stickers["cry_global_sticker2"] =
				Sprite(0, 0, G.CARD_W, G.CARD_H, G.ASSET_ATLAS["cry_sticker"], { x = 5, y = 5 })
		end -- no matter how late i init this, it's always late, so i'm doing it in the damn draw function

		G.shared_stickers[self.key].role.draw_major = card
		G.shared_stickers["cry_global_sticker2"].role.draw_major = card

		G.shared_stickers[self.key]:draw_shader("dissolve", nil, nil, notilt, card.children.center)

		card.hover_tilt = card.hover_tilt / 2 -- call it spaghetti, but it's what hologram does so...
		G.shared_stickers["cry_global_sticker2"]:draw_shader("dissolve", nil, nil, notilt, card.children.center)
		G.shared_stickers["cry_global_sticker2"]:draw_shader(
			"hologram",
			nil,
			card.ARGS.send_to_shader,
			notilt,
			card.children.center
		) -- this doesn't really do much tbh, but the slight effect is nice
		card.hover_tilt = card.hover_tilt * 2
	end,
	calculate = function(self, card, context)
		-- Added by IcyEthics
		if context.cry_shuffling_area and context.cardarea == G.deck and context.cry_post_shuffle then
			local _targetpos = nil
			local _selfpos = nil

			-- Iterate through every card in the deck to find both the location
			-- of the stickered card, and the highest placed non-stickered card
			for i, _playingcard in ipairs(G.deck.cards) do
				if _playingcard == card then
					_selfpos = i
				elseif not _playingcard.ability.cry_global_sticker then
					_targetpos = i
				end
			end

			if _targetpos == nil then
				_targetpos = #G.deck.cards
			end
			if _selfpos == nil then
				_selfpos = #G.deck.cards
			end

			-- Swaps the positions of the selected cards
			G.deck.cards[_selfpos], G.deck.cards[_targetpos] = G.deck.cards[_targetpos], G.deck.cards[_selfpos]
		end
	end,
}
-- ://Variable
-- Change 2 selected cards' ranks to one of your choosing
local variable = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"AlexZGreat",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "variable",
	name = "cry-Variable",
	atlas = "atlasnotjokers",
	pos = { x = 9, y = 1 },
	cost = 4,
	order = 423,
	config = { max_highlighted = 2, extra = { enteredrank = "" } },
	loc_vars = function(self, info_queue, card)
		return { vars = { Cryptid.safe_get(card, "ability", "max_highlighted") or self.config.max_highlighted } }
	end,
	use = function(self, card, area, copier)
		-- Un-use the card
		if not card.ability.cry_multiuse or to_big(card.ability.cry_multiuse) <= to_big(1) then
			G.GAME.CODE_DESTROY_CARD = copy_card(card)
			G.consumeables:emplace(G.GAME.CODE_DESTROY_CARD)
			G.GAME.CODE_DESTROY_CARD.ability.cry_multiuse = nil
		end
		if card.ability.cry_multiuse then
			card.ability.cry_multiuse = card.ability.cry_multiuse + 1
		end
		G.GAME.USING_CODE = true
		G.GAME.USING_VARIABLE = card.ability.max_highlighted
		G.GAME.ACTIVE_CODE_CARD = G.GAME.CODE_DESTROY_CARD or card
		G.FUNCS.overlay_menu({ definition = create_UIBox_variable_code() })
	end,
	init = function(self)
		local ccl = Card.click
		function Card:click()
			if G.GAME.USING_VARIABLE then
				if not self.debuff then
					G.FUNCS.exit_overlay_menu_code()
					delay(3)
					local cards = Cryptid.get_highlighted_cards({ G.hand }, {}, 1, G.GAME.USING_VARIABLE or 1)
					for i, v in pairs(cards) do
						v:flip()
					end
					delay(1)
					for i, v in pairs(cards) do
						SMODS.change_base(v, v.base.suit, self.base.value)
					end
					delay(1)
					for i, v in pairs(cards) do
						v:flip()
					end
					G.hand:unhighlight_all()
					ccl(self)
					-- Re-use the card
					if G.GAME.ACTIVE_CODE_CARD then
						if
							not G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse
							or to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) <= to_big(1)
						then
							G.GAME.ACTIVE_CODE_CARD:start_dissolve()
						else
							G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse =
								lenient_bignum(to_big(G.GAME.ACTIVE_CODE_CARD.ability.cry_multiuse) - to_big(1))
						end
					end
					G.GAME.ACTIVE_CODE_CARD = nil
				end
			else
				ccl(self)
			end
		end
		local emplace_ref = CardArea.emplace
		function CardArea:emplace(card, ...)
			if G.GAME.USING_VARIABLE or G.GAME.POINTER_SUBMENU == "Rank" then
				local c = SMODS.Ranks[card.base.value] or {}
				if c.hidden or c.noe_doe or c.no_collection or c.no_variable or c.no_code then
					card.debuff = true
				else
					G.E_MANAGER:add_event(Event({
						trigger = "after",
						blocking = false,
						func = function()
							card.debuff = false
							return true
						end,
					}))
				end
			end
			return emplace_ref(self, card, ...)
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		local choices = { "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A" }
		for i, v in pairs(Cryptid.get_highlighted_cards({ G.hand }, {}, 1, card.ability.max_highlighted or 2)) do
			SMODS.change_base(v, v.base.suit, pseudorandom_element(choices, pseudoseed("forcevariable")))
		end
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Log
-- View one of:
-- Next ante's blinds/vouchers,
-- next 5 cards/packs in shop,
-- draw order for current blind (if in blind),
-- Multi-use 2
local log = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"lord.ruby",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Log",
	key = "log",
	pos = { x = 12, y = 4 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 424,
	can_use = function(self, card)
		return true
	end,
	use = function(self, card, area, copier)
		G.GAME.USING_LOG = true

		G.GAME.USING_CODE = true
		G.CHOOSE_CARD = UIBox({
			definition = create_UIBox_log_opts(),
			config = {
				align = "cm",
				offset = { x = 0, y = 10 },
				major = G.ROOM_ATTACH,
				bond = "Weak",
				instance_type = "POPUP",
			},
		})
		G.CHOOSE_CARD.alignment.offset.y = 0
		G.ROOM.jiggle = G.ROOM.jiggle + 1
		G.CHOOSE_CARD:align_to_major()
	end,
	init = function()
		local get_voucherref = SMODS.get_next_vouchers
		function SMODS.get_next_vouchers(vouchers)
			if G.GAME.LOG_VOUCHER then
				local v = copy_table(G.GAME.LOG_VOUCHER)
				if not G.GAME.USING_LOG then
					G.GAME.LOG_VOUCHER = nil
				end
				return v
			else
				return get_voucherref(vouchers)
			end
		end
		function Cryptid.predict_joker(seed)
			local _pool, _pool_key = get_current_pool("Joker", nil, nil, seed)
			center = pseudorandom_element(_pool, pseudoseed(_pool_key))
			local it = 1
			while center == "UNAVAILABLE" do
				it = it + 1
				center = pseudorandom_element(_pool, pseudoseed(_pool_key .. ("_resample" .. it)))
			end

			return center
		end
		function G.FUNCS.log_antevoucher()
			G.FUNCS.log_cancel()
			local pseudorandom = copy_table(G.GAME.pseudorandom)
			G.GAME.round_resets.ante = G.GAME.round_resets.ante + 1
			local bl = get_new_boss()
			G.GAME.round_resets.ante = G.GAME.round_resets.ante - 1
			G.GAME.LOG_BOSS = bl
			local voucher = SMODS.get_next_vouchers()
			G.GAME.LOG_VOUCHER = voucher
			G.GAME.pseudorandom = copy_table(pseudorandom)
			if bl then
				G.GAME.bosses_used[bl] = (G.GAME.bosses_used[bl] or 1) - 1
			end
			G.GAME.USING_CODE = true
			G.CHOOSE_CARD = UIBox({
				definition = create_UIBox_log({
					bl and G.localization.descriptions.Blind[bl].name or "None",
					voucher
							and G.P_CENTERS[voucher[1]]
							and localize({ type = "name_text", set = G.P_CENTERS[voucher[1]].set, key = voucher[1] })
						or "None",
				}, localize("cry_code_antevoucher")),
				config = {
					align = "cm",
					offset = { x = 0, y = 10 },
					major = G.ROOM_ATTACH,
					bond = "Weak",
					instance_type = "POPUP",
				},
			})
			G.CHOOSE_CARD.alignment.offset.y = 0
			G.ROOM.jiggle = G.ROOM.jiggle + 1
			G.CHOOSE_CARD:align_to_major()
			G.GAME.USING_LOG = nil
		end
		function G.FUNCS.log_nextjokers()
			G.FUNCS.log_cancel()
			local pseudorandom = copy_table(G.GAME.pseudorandom)
			local j = {}
			for i = 1, 5 do
				local key = Cryptid.predict_joker("sho")
				local next_joker = G.P_CENTERS[key]
						and localize({ type = "name_text", set = G.P_CENTERS[key].set, key = key })
					or "ERROR"
				if next_joker == "ERROR" then
					local try = (G.localization.descriptions[G.P_CENTERS[key].set] or {})[key]
					try = try and try.name or "[ERROR]"
					if type(try or "a") == "table" then
						try = try[1]
					end
					next_joker = try
				end
				j[#j + 1] = next_joker
			end
			G.GAME.pseudorandom = copy_table(pseudorandom)
			G.GAME.USING_CODE = true
			G.CHOOSE_CARD = UIBox({
				definition = create_UIBox_log(j, localize("cry_code_nextjokers")),
				config = {
					align = "cm",
					offset = { x = 0, y = 10 },
					major = G.ROOM_ATTACH,
					bond = "Weak",
					instance_type = "POPUP",
				},
			})
			G.CHOOSE_CARD.alignment.offset.y = 0
			G.ROOM.jiggle = G.ROOM.jiggle + 1
			G.CHOOSE_CARD:align_to_major()
			G.GAME.USING_LOG = nil
		end
		function G.FUNCS.log_nextcards()
			G.FUNCS.log_cancel()
			local j = {}
			for i = 1, 10 do
				local card = G.deck.cards[#G.deck.cards + 1 - i]
				if card then
					j[#j + 1] = localize(card.base.value, "ranks") .. " of " .. localize(card.base.suit, "suits_plural")
				end
			end
			G.GAME.USING_CODE = true
			G.CHOOSE_CARD = UIBox({
				definition = create_UIBox_log(j, localize("cry_code_nextcards")),
				config = {
					align = "cm",
					offset = { x = 0, y = 10 },
					major = G.ROOM_ATTACH,
					bond = "Weak",
					instance_type = "POPUP",
				},
			})
			G.CHOOSE_CARD.alignment.offset.y = 0
			G.ROOM.jiggle = G.ROOM.jiggle + 1
			G.CHOOSE_CARD:align_to_major()
			G.GAME.USING_LOG = nil
		end
		function create_UIBox_log_opts()
			G.E_MANAGER:add_event(Event({
				blockable = false,
				func = function()
					G.REFRESH_ALERTS = true
					return true
				end,
			}))
			local t = create_UIBox_generic_options({
				no_back = true,
				colour = HEX("04200c"),
				outline_colour = G.C.SECONDARY_SET.Code,
				contents = {
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.SECONDARY_SET.Code,
								button = "log_antevoucher",
								label = { localize("cry_code_antevoucher") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.SECONDARY_SET.Code,
								button = "log_nextjokers",
								label = { localize("cry_code_nextjokers") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
					G.GAME.blind and G.GAME.blind.in_blind and G.deck and #(G.deck.cards or {}) > 0 and {
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.SECONDARY_SET.Code,
								button = "log_nextcards",
								label = { localize("cry_code_nextcards") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					} or nil,
					{
						n = G.UIT.R,
						config = { align = "cm" },
						nodes = {
							UIBox_button({
								colour = G.C.RED,
								button = "log_cancel",
								label = { localize("cry_code_exit") },
								minw = 4.5,
								focus_args = { snap_to = true },
							}),
						},
					},
				},
			})
			return t
		end
		function create_UIBox_log(options, mtype)
			G.E_MANAGER:add_event(Event({
				blockable = false,
				func = function()
					G.REFRESH_ALERTS = true
					return true
				end,
			}))
			local contents = {}
			contents[#contents + 1] = {
				n = G.UIT.R,
				config = { align = "cm" },
				nodes = {
					{
						n = G.UIT.T,
						config = {
							text = mtype,
							lang = G.LANGUAGES["en-us"],
							scale = 0.45,
							colour = G.C.WHITE,
							shadow = true,
						},
					},
				},
			}
			for i, v in pairs(options) do
				contents[#contents + 1] = {
					n = G.UIT.R,
					config = { align = "cm" },
					nodes = {
						{
							n = G.UIT.T,
							config = {
								text = v,
								lang = G.LANGUAGES["en-us"],
								scale = 0.45,
								colour = G.C.WHITE,
								shadow = true,
							},
						},
					},
				}
			end
			contents[#contents + 1] = {
				n = G.UIT.R,
				config = { align = "cm" },
				nodes = {
					UIBox_button({
						colour = G.C.RED,
						button = "log_cancel",
						label = { localize("cry_code_exit") },
						minw = 4.5,
						focus_args = { snap_to = true },
					}),
				},
			}
			local t = create_UIBox_generic_options({
				no_back = true,
				colour = HEX("04200c"),
				outline_colour = G.C.SECONDARY_SET.Code,
				contents = contents,
			})
			return t
		end
		G.FUNCS.log_cancel = function()
			if G.CHOOSE_CARD then
				G.CHOOSE_CARD:remove()
			end
			G.GAME.USING_CODE = false
		end
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
	-- bulk_use = function(self, card, area, copier, number)

	-- end,
}
-- ://Quantify
-- Jokerize! an object
local quantify = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"gemstonez",
		},
		code = {
			"lord.ruby",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Quantify",
	key = "quantify",
	pos = { x = 9, y = 5 },
	cost = 4,
	atlas = "atlasnotjokers",
	order = 425,
	config = { extra = 1 },
	loc_vars = function(self, queue, card)
		return {
			vars = {
				card.ability.extra,
			},
		}
	end,
	can_use = function(self, card)
		local h, t = Cryptid.get_quantify(card)
		for i, highlighted in pairs(h) do
			if highlighted.children.price then
				if to_big(G.GAME.dollars - G.GAME.bankrupt_at) < to_big(highlighted.cost) then
					return
				end
			end
		end
		return t > 0 and t <= card.ability.extra
	end,
	use = function(self, card)
		for i, v in pairs(Cryptid.get_quantify(card)) do
			Cryptid.handle_quantify(v)
		end
	end,
	init = function()
		local calculate_ref = Card.calculate_joker
		function Card:calculate_joker(context)
			local ret, post = calculate_ref(self, context)
			if not ret and not post then
				if context.joker_main or context.forcetrigger then
					if self.config.center.key == "c_base" or self.config.center.set == "Enhanced" then
						local enhancement =
							eval_card(self, { cardarea = G.play, main_scoring = true, scoring_hand = {} })
						local ret2 = {}
						local ret3 = {}
						if enhancement then
							ret2 = enhancement
						end
						local hand_enhancement =
							eval_card(self, { cardarea = G.hand, main_scoring = true, scoring_hand = {} })
						if hand_enhancement then
							ret3 = hand_enhancement
						end
						for _, tbl in pairs(ret2) do
							for i, v in pairs(tbl) do
								SMODS.calculate_individual_effect({ [i] = v }, self, i, v, false)
							end
						end
						for _, tbl in pairs(ret3) do
							for i, v in pairs(tbl) do
								SMODS.calculate_individual_effect({ [i] = v }, self, i, v, false)
							end
						end
					end
					if self.config.center.set == "Booster" then
						local limit = self.ability.extra
						local choose = self.ability.choose
						local kind = self.config.center.kind
						local kindmap = {
							["Standard"] = "Enhanced",
							["Buffoon"] = "Joker",
							["Arcana"] = "Tarot",
						}
						kind = kindmap[kind] or kind
						if not G.P_CENTER_POOLS[kind] then
							kind = "Tarot"
						end
						for i = 1, G.jokers.config.card_limit - #G.jokers.cards do
							if to_big(self.ability.choose) > to_big(0) then
								self.ability.choose = self.ability.choose - 1
								local tbl = self.config.center.create_card and self.config.center:create_card(self, i)
									or {}
								local card = create_card(
									kind or tbl.set,
									nil,
									tbl.legendary,
									tbl.rarity,
									tbl.skip_materialize,
									tbl.soulable,
									tbl.forced_key,
									"cry_quantify_booster"
								)
								if to_big(self.ability.choose) <= to_big(0) then
									self:start_dissolve()
								end
								G.E_MANAGER:add_event(Event({
									trigger = "before",
									func = function()
										G.jokers:emplace(card)
										return true
									end,
								}))
							end
						end
					end
				end
			end
			return ret, post
		end
		local debuff_handref = Blind.debuff_hand
		function Blind:debuff_hand(cards, hand, handname, check)
			local tbl = {}
			for i, v in pairs(G.jokers.cards) do
				if v.base.nominal and v.base.suit then
					tbl[#tbl + 1] = v
				end
			end
			return debuff_handref(self, Cryptid.table_merge(cards, tbl), hand, handname, check)
		end
		function Cryptid.get_quantify(card)
			local highlighted = {}
			local total = 0
			for i, v in pairs(G.I.CARD) do
				if v.highlighted and v ~= card then
					highlighted[#highlighted + 1] = v
					total = total + 1
				end
			end
			return highlighted, total
		end
		function Cryptid.handle_quantify(target)
			if type(target) == "table" and target.calculate_joker then
				local highlighted = target
				--removing from jokers just to readd to jokers is pointless
				if highlighted and highlighted.area ~= G.consumeables or not G.GAME.modifiers.cry_beta then
					if highlighted.children.price then
						if to_big(G.GAME.dollars - G.GAME.bankrupt_at) < to_big(highlighted.cost) then
							return
						end
						ease_dollars(-highlighted.cost)
						highlighted.children.price:remove()
					end
					highlighted.area:remove_card(highlighted)
					highlighted.children.price = nil
					if highlighted.children.buy_button then
						highlighted.children.buy_button:remove()
					end
					highlighted.children.buy_button = nil
					remove_nils(highlighted.children)
					G.E_MANAGER:add_event(Event({
						func = function()
							highlighted:highlight()
							return true
						end,
					}))
					G.jokers:emplace(highlighted)
					return true
				end
			end
		end
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Divide,
-- Halves item costs in shop
local divide = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "divide",
	name = "cry-Divide",
	atlas = "atlasnotjokers",
	order = 426,
	pos = { x = 9, y = 2 },
	cost = 4,
	can_use = function(self, card)
		return G.STATE == G.STATES.SHOP
	end,
	can_bulk_use = true,
	use = function(self, card, area, copier)
		for i = 1, #G.shop_jokers.cards do
			local c = G.shop_jokers.cards[i]
			c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5
			c:set_cost()
		end
		for i = 1, #G.shop_booster.cards do
			local c = G.shop_booster.cards[i]
			c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5
			c:set_cost()
		end
		for i = 1, #G.shop_vouchers.cards do
			local c = G.shop_vouchers.cards[i]
			c.misprint_cost_fac = (c.misprint_cost_fac or 1) * 0.5
			c:set_cost()
		end
	end,
	bulk_use = function(self, card, area, copier, number)
		for i = 1, #G.shop_jokers.cards do
			local c = G.shop_jokers.cards[i]
			c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number)
			c:set_cost()
		end
		for i = 1, #G.shop_booster.cards do
			local c = G.shop_booster.cards[i]
			c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number)
			c:set_cost()
		end
		for i = 1, #G.shop_vouchers.cards do
			local c = G.shop_vouchers.cards[i]
			c.misprint_cost_fac = (c.misprint_cost_fac or 1) / (2 ^ number)
			c:set_cost()
		end
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Multiply
-- Doubles a joker's values until the end of the round (exponentially)
local multiply = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "multiply",
	name = "cry-Multiply",
	atlas = "atlasnotjokers",
	order = 427,
	pos = { x = 10, y = 2 },
	cost = 4,
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
			return not Card.no(card, "immutable", true)
		end)
		return #cards == 1
	end,
	use = function(self, card, area, copier)
		local cards = Cryptid.get_highlighted_cards({ G.jokers }, card, 1, 1, function(card)
			return not Card.no(card, "immutable", true)
		end)
		if cards[1] and not cards[1].config.cry_multiply then
			cards[1].config.cry_multiply = 1
		end
		cards[1].config.cry_multiply = cards[1].config.cry_multiply * 2
		Cryptid.manipulate(cards[1], { value = 2 })
	end,
	init = function(self)
		--reset Jokers at end of round
		local er = end_round
		function end_round()
			er()
			for i = 1, #G.jokers.cards do
				if G.jokers.cards[i].config.cry_multiply then
					m = G.jokers.cards[i].config.cry_multiply
					Cryptid.manipulate(G.jokers.cards[i], { value = 1 / m })
					G.jokers.cards[i].config.cry_multiply = nil
				end
			end
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}

-- ://Delete
-- Banish a selected card in shop; it will no longer appear normally (can still be created via pointer or other means)
local delete = {
	cry_credits = {
		idea = {
			"Mjiojio",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
			"Toneblock",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "delete",
	name = "cry-Delete",
	atlas = "atlasnotjokers",
	order = 428,
	pos = { x = 11, y = 2 },
	cost = 4,
	loc_vars = function(self, info_queue, card)
		return { vars = { Cryptid.safe_get(card, "ability", "cry_multiuse") or self.config.cry_multiuse } }
	end,
	can_use = function(self, card)
		return G.STATE == G.STATES.SHOP
			and card.area == (G.GAME.modifiers.cry_beta and G.jokers or G.consumeables)
			and #G.shop_jokers.highlighted + #G.shop_booster.highlighted + #G.shop_vouchers.highlighted == 1
			and (G.shop_jokers.highlighted[1] ~= card and not Cryptid.safe_get(
				G,
				"shop_jokers",
				"highlighted",
				1,
				"ability",
				"eternal"
			))
			and (G.shop_booster.highlighted[1] ~= card and not Cryptid.safe_get(
				G,
				"shop_booster",
				"highlighted",
				1,
				"ability",
				"eternal"
			))
			and (
				G.shop_vouchers.highlighted[1] ~= card
				and not Cryptid.safe_get(G, "shop_vouchers", "highlighted", 1, "ability", "eternal")
			)
	end,
	use = function(self, card, area, copier)
		if not G.GAME.cry_banned_pcards then
			G.GAME.cry_banned_pcards = {}
		end

		local c = G.shop_jokers.highlighted[1] or G.shop_booster.highlighted[1] or G.shop_vouchers.highlighted[1]

		if G.shop_vouchers.highlighted[1] and c.shop_voucher then
			G.GAME.current_round.voucher.spawn[c.config.center.key] = nil
			G.GAME.current_round.cry_voucher_edition = nil
			G.GAME.current_round.cry_voucher_stickers =
				{ eternal = false, perishable = false, rental = false, pinned = false, banana = false }
		end

		if c.config.center.rarity == "cry_exotic" then
			check_for_unlock({ type = "what_have_you_done" })
		end

		G.GAME.cry_banished_keys[c.config.center.key] = true

		if not not c.base.value then -- is there a case where ~= nil would fail here?
			for k, v in pairs(G.P_CARDS) do
				-- bans a specific rank AND suit
				if v.value == c.base.value and v.suit == c.base.suit then
					G.GAME.cry_banned_pcards[k] = true
				end
			end
		end
		c:start_dissolve()
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(3 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Alt-Tab
-- Creates the current blind's Tag
local alttab = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Toneblock",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "alttab",
	name = "cry-Alttab",
	atlas = "atlasnotjokers",
	order = 429,
	config = {},
	pos = { x = 11, y = 4 },
	cost = 4,
	can_bulk_use = true,
	loc_vars = function(self, info_queue, card)
		local ret = localize("k_none")
		if Cryptid.safe_get(G.GAME, "blind", "in_blind") then
			if G.GAME.blind:get_type() == "Small" then
				ret = localize({ type = "name_text", key = G.GAME.round_resets.blind_tags.Small, set = "Tag" })
			elseif G.GAME.blind:get_type() == "Big" then
				ret = localize({ type = "name_text", key = G.GAME.round_resets.blind_tags.Big, set = "Tag" })
			elseif G.GAME.blind:get_type() == "Boss" then
				ret = "???"
			end
		end
		local tag = Cryptid.get_next_tag()
		if tag then
			ret = localize({ type = "name_text", key = tag, set = "Tag" })
		end
		return { vars = { ret } }
	end,
	can_use = function(self, card)
		return Cryptid.safe_get(G.GAME, "blind", "in_blind")
	end,
	use = function(self, card, area, copier)
		local used_consumable = copier or card
		delay(0.4)
		G.E_MANAGER:add_event(Event({
			trigger = "after",
			delay = 0.2,
			func = function()
				play_sound("tarot1")
				local tag = nil
				local type = G.GAME.blind:get_type()
				local tag_key = Cryptid.get_next_tag()
				if tag_Key then
					tag = Tag(tag_key)
				elseif type == "Boss" then
					tag = Tag(get_next_tag_key())
				else
					tag = Tag(G.GAME.round_resets.blind_tags[type])
				end
				add_tag(tag)
				used_consumable:juice_up(0.8, 0.5)
				return true
			end,
		}))
		delay(1.2)
	end,
	bulk_use = function(self, card, area, copier, number)
		local used_consumable = copier or card
		delay(0.4)
		G.E_MANAGER:add_event(Event({
			trigger = "after",
			delay = 0.2,
			func = function()
				for j = 1, number do
					play_sound("tarot1")
					local tag = nil
					local type = G.GAME.blind:get_type()
					local tag_key = Cryptid.get_next_tag()
					if tag_key then
						tag = Tag(tag_key)
					elseif type == "Boss" then
						tag = Tag(get_next_tag_key())
					else
						tag = Tag(G.GAME.round_resets.blind_tags[type])
					end
					add_tag(tag)
					used_consumable:juice_up(0.8, 0.5)
					delay(0.1)
				end
				return true
			end,
		}))
		delay(1.1)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Ctrl-V
-- Creates a copy of a selected playing card or consumable
local ctrl_v = {
	cry_credits = {
		idea = {
			"ItsFlowwey",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Foegro",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	key = "ctrl_v",
	name = "cry-Ctrl-V",
	atlas = "atlasnotjokers",
	order = 430,
	config = {},
	pos = { x = 9, y = 4 },
	cost = 4,
	can_bulk_use = true,
	loc_vars = function(self, info_queue, card)
		return {}
	end,
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.hand, G.consumeables, G.pack_cards }, card, 1, 1, function(card)
			return card.area ~= G.pack_Cards or card.ability.set == "Default" or card.ability.set == "Enhanced"
		end)
		return #cards == 1
	end,
	use = function(self, card, area, copier)
		local cards = Cryptid.get_highlighted_cards({ G.hand, G.consumeables, G.pack_cards }, card, 1, 1, function(card)
			return card.area ~= G.pack_Cards or card.ability.set == "Default" or card.ability.set == "Enhanced"
		end)
		if cards[1] then
			if cards[1].area == G.hand then
				G.E_MANAGER:add_event(Event({
					func = function()
						local card = copy_card(cards[1])
						card:add_to_deck()
						table.insert(G.playing_cards, card)
						G.hand:emplace(card)
						playing_card_joker_effects({ card })
						return true
					end,
				}))
			elseif cards[1].area == G.consumeables then
				G.E_MANAGER:add_event(Event({
					func = function()
						local card = copy_card(cards[1])
						if card.ability.name and card.ability.name == "cry-Chambered" then
							card.ability.extra.num_copies = 1
						end
						card:add_to_deck()
						if Incantation then
							card:setQty(1)
						end
						G.consumeables:emplace(card)
						return true
					end,
				}))
			elseif cards[1].area == G.pack_cards then
				G.E_MANAGER:add_event(Event({
					func = function()
						local card = copy_card(cards[1])
						if card.ability.name and card.ability.name == "cry-Chambered" then
							card.ability.extra.num_copies = 1
						end
						card:add_to_deck()
						if Incantation then
							card:setQty(1)
						end

						-- Edit by IcyEthics: Needed to choose between not allowing copying playing cards or adding them to deck. Made it so they're added to deck.
						if card.ability.set == "Default" or card.ability.set == "Enhanced" then
							table.insert(G.playing_cards, card)
							G.hand:emplace(card)
							playing_card_joker_effects({ card })
						else
							G.consumeables:emplace(card)
						end
						return true
					end,
				}))
			end
		end
	end,
	bulk_use = function(self, card, area, copier, number)
		local cards = Cryptid.get_highlighted_cards({ G.hand, G.consumeables, G.pack_cards }, card, 1, 1, function(card)
			return card.area ~= G.pack_Cards or card.ability.set == "Default" or card.ability.set == "Enhanced"
		end)
		for i = 1, number do
			if cards[1] then
				if cards[1].area == G.hand then
					G.E_MANAGER:add_event(Event({
						func = function()
							local card = copy_card(cards[1])
							card:add_to_deck()
							table.insert(G.playing_cards, card)
							G.hand:emplace(card)
							playing_card_joker_effects({ card })
							return true
						end,
					}))
				elseif cards[1].area == G.consumeables then
					G.E_MANAGER:add_event(Event({
						func = function()
							local card = copy_card(cards[1])
							if card.ability.name and card.ability.name == "cry-Chambered" then
								card.ability.extra.num_copies = 1
							end
							card:add_to_deck()
							if Incantation then
								card:setQty(1)
							end
							G.consumeables:emplace(card)
							return true
						end,
					}))
				elseif cards[1].area == G.pacl_cards then
					G.E_MANAGER:add_event(Event({
						func = function()
							local card = copy_card(cards[1])
							if card.ability.name and card.ability.name == "cry-Chambered" then
								card.ability.extra.num_copies = 1
							end
							card:add_to_deck()
							if Incantation then
								card:setQty(1)
							end

							-- Edit by IcyEthics: Needed to choose between not allowing copying playing cards or adding them to deck. Made it so they're added to deck.
							if card.ability.set == "Default" or card.ability.set == "Enhanced" then
								table.insert(G.playing_cards, card)
								G.hand:emplace(card)
								playing_card_joker_effects({ card })
							else
								G.consumeables:emplace(card)
							end
							return true
						end,
					}))
				end
			end
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://Reboot
-- Shuffle all cards into deck, then reset Hands and Discards to default values
local reboot = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Reboot",
	key = "reboot",
	pos = { x = 9, y = 0 },
	config = {},
	cost = 4,
	atlas = "atlasnotjokers",
	order = 431,
	can_use = function(self, card)
		return G.STATE == G.STATES.SELECTING_HAND
	end,
	use = function(self, card, area, copier)
		G.FUNCS.draw_from_hand_to_discard()
		G.FUNCS.draw_from_discard_to_deck()
		ease_discard(
			math.max(0, G.GAME.round_resets.discards + G.GAME.round_bonus.discards) - G.GAME.current_round.discards_left
		)
		ease_hands_played(
			math.max(1, G.GAME.round_resets.hands + G.GAME.round_bonus.next_hands) - G.GAME.current_round.hands_left
		)
		for k, v in pairs(G.playing_cards) do
			v.ability.wheel_flipped = nil
		end
		G.E_MANAGER:add_event(Event({
			trigger = "immediate",
			func = function()
				G.STATE = G.STATES.DRAW_TO_HAND
				G.deck:shuffle("cry_reboot" .. G.GAME.round_resets.ante)
				G.deck:hard_set_T()
				G.STATE_COMPLETE = false
				return true
			end,
		}))
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}
-- ://;
-- Ends the current non-boss blind, skips cash out
local semicolon = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"WilsontheWolf",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Code",
	name = "cry-Semicolon",
	key = "semicolon",
	pos = { x = 7, y = 1 },
	config = {},
	cost = 4,
	atlas = "atlasnotjokers",
	order = 432,
	can_use = function(self, card)
		return G.STATE == G.STATES.SELECTING_HAND and not G.GAME.blind.boss
	end,
	use = function(self, card, area, copier)
		G.E_MANAGER:add_event(
			Event({
				trigger = "immediate",
				func = function()
					if G.STATE ~= G.STATES.SELECTING_HAND then
						return false
					end
					G.GAME.current_round.semicolon = true
					G.STATE = G.STATES.HAND_PLAYED
					G.STATE_COMPLETE = true
					end_round()
					return true
				end,
			}),
			"other"
		)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
	set_ability = function(self, center)
		center.ability.cry_multiuse = math.ceil(1 + (G.GAME.extra_multiuse or 0))
	end,
}

-- Automaton (Tarot)
-- Creates a random Code card
local automaton = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"unze2unze4",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Consumable",
	set = "Tarot",
	name = "cry-Automaton",
	key = "automaton",
	pos = { x = 12, y = 1 },
	config = { create = 1 },
	misprintize_caps = { create = 100 },
	order = 602,
	atlas = "atlasnotjokers",
	loc_vars = function(self, info_queue, card)
		return { vars = { Cryptid.safe_get(card, "ability", "create") or self.config.create } }
	end,
	can_use = function(self, card)
		return #G.consumeables.cards < G.consumeables.config.card_limit or card.area == G.consumeables
	end,
	use = function(self, card, area, copier)
		local forceuse = G.cry_force_use
		for i = 1, math.min(card.ability.consumeable.create, G.consumeables.config.card_limit - #G.consumeables.cards) do
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.4,
				func = function()
					if G.consumeables.config.card_limit > #G.consumeables.cards or forceuse then
						play_sound("timpani")
						local _card = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "cry_automaton")
						_card:add_to_deck()
						G.consumeables:emplace(_card)
						card:juice_up(0.3, 0.5)
					end
					return true
				end,
			}))
		end
		delay(0.6)
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
}
-- Source (Spectral)
-- Gives a selected playing card Green Seal
local source = {
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"HexaCryonic",
		},
		code = {
			"Math",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
			"cry_green",
		},
	},
	object_type = "Consumable",
	set = "Spectral",
	name = "cry-Source",
	order = 603,
	key = "source",
	config = {
		-- This will add a tooltip.
		mod_conv = "cry_green_seal",
		-- Tooltip args
		max_highlighted = 1,
	},
	loc_vars = function(self, info_queue, center)
		-- Handle creating a tooltip with set args.
		info_queue[#info_queue + 1] = { set = "Other", key = "cry_green_seal" }
		return { vars = { center.ability.max_highlighted } }
	end,
	cost = 4,
	atlas = "atlasnotjokers",
	pos = { x = 2, y = 4 },
	can_use = function(self, card)
		local cards = Cryptid.get_highlighted_cards({ G.hand }, card, 1, card.ability.max_highlighted)
		return #cards > 0 and #cards <= to_number(card.ability.max_highlighted)
	end,
	use = function(self, card, area, copier)
		local used_consumable = copier or card
		local cards = Cryptid.get_highlighted_cards({ G.hand }, {}, 1, 1)
		for i = 1, #cards do
			local highlighted = cards[i]
			G.E_MANAGER:add_event(Event({
				func = function()
					play_sound("tarot1")
					used_consumable:juice_up(0.3, 0.5)
					return true
				end,
			}))
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.1,
				func = function()
					if highlighted then
						highlighted:set_seal("cry_green", nil, true)
					end
					return true
				end,
			}))
			delay(0.5)
			G.E_MANAGER:add_event(Event({
				trigger = "after",
				delay = 0.2,
				func = function()
					G.hand:unhighlight_all()
					return true
				end,
			}))
		end
	end,
	demicoloncompat = true,
	force_use = function(self, card, area)
		self:use(card, area)
	end,
}
-- Green Seal
-- Creates a Code card when played and unscoring
local green_seal = {
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Seal",
	name = "cry-Green-Seal",
	key = "green",
	badge_colour = HEX("12f254"), --same as code cards
	atlas = "cry_misc",
	pos = { x = 1, y = 2 },
	order = 604,
	calculate = function(self, card, context)
		if context.cardarea == "unscored" and context.main_scoring then
			G.E_MANAGER:add_event(Event({
				func = function()
					if G.consumeables.config.card_limit > #G.consumeables.cards then
						local c = create_card("Code", G.consumeables, nil, nil, nil, nil, nil, "cry_green_seal")
						c:add_to_deck()
						G.consumeables:emplace(c)
						card:juice_up()
					end
					return true
				end,
			}))
		end
	end,
}
-- Encoded Deck
-- Start with Code Joker and Copy/Paste, all cards in shop are Code cards
local encoded = {
	cry_credits = {
		idea = {
			"Auto Watto",
			"Kailen",
		},
		art = {
			"Kailen",
		},
		code = {
			"Kailen",
		},
	},
	dependencies = {
		items = {
			"set_cry_code",
			"set_cry_deck",
		},
	},
	object_type = "Back",
	name = "cry-Encoded",
	key = "encoded",
	order = 2515,
	pos = { x = 2, y = 5 },
	atlas = "atlasdeck",
	apply = function(self)
		G.GAME.joker_rate = 1
		G.GAME.planet_rate = 1
		G.GAME.tarot_rate = 1
		G.GAME.code_rate = 1e100
		G.E_MANAGER:add_event(Event({
			func = function()
				if G.jokers then
					if
						G.P_CENTERS["j_cry_CodeJoker"]
						and (G.GAME.banned_keys and not G.GAME.banned_keys["j_cry_CodeJoker"])
					then
						local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_CodeJoker")
						card:add_to_deck()
						card:start_materialize()
						G.jokers:emplace(card)
					end
					if
						G.P_CENTERS["j_cry_copypaste"]
						and (G.GAME.banned_keys and not G.GAME.banned_keys["j_cry_copypaste"])
					then
						local card = create_card("Joker", G.jokers, nil, nil, nil, nil, "j_cry_copypaste")
						card:add_to_deck()
						card:start_materialize()
						G.jokers:emplace(card)
					end
					return true
				end
			end,
		}))
	end,
	unlocked = false,
	check_for_unlock = function(self, args)
		if args.cry_used_consumable == "c_cry_pointer" then
			unlock_card(self)
		end
		if args.type == "cry_lock_all" then
			lock_card(self)
		end
		if args.type == "cry_unlock_all" then
			unlock_card(self)
		end
	end,
}
-- Code Joker
-- Creates a Negative Code card when starting blind
local CodeJoker = {
	dependencies = {
		items = {
			"set_cry_epic",
			"set_cry_code",
		},
	},
	object_type = "Joker",
	name = "cry-CodeJoker",
	key = "CodeJoker",
	pos = { x = 2, y = 4 },
	loc_vars = function(self, info_queue, center)
		info_queue[#info_queue + 1] = { key = "e_negative_consumable", set = "Edition", config = { extra = 1 } }
		return { key = Cryptid.gameset_loc(self, { exp_modest = "modest" }) }
	end,
	extra_gamesets = { "exp_modest" },
	rarity = "cry_epic",
	cost = 11,
	order = 301,
	blueprint_compat = true,
	demicoloncompat = true,
	atlas = "atlasepic",
	calculate = function(self, card, context)
		if
			context.setting_blind
			and not (context.blueprint_card or self).getting_sliced
			and (G.GAME.blind:get_type() == "Boss" or Cryptid.gameset(card) ~= "exp_modest")
		then
			play_sound("timpani")
			local card = create_card("Code", G.consumeables, nil, nil, nil, nil)
			card:set_edition({
				negative = true,
			})
			card:add_to_deck()
			G.consumeables:emplace(card)
			card:juice_up(0.3, 0.5)
			return nil, true
		end
		if context.forcetrigger then
			play_sound("timpani")
			local card = create_card("Code", G.consumeables, nil, nil, nil, nil)
			card:set_edition({
				negative = true,
			})
			card:add_to_deck()
			G.consumeables:emplace(card)
			card:juice_up(0.3, 0.5)
			return nil, true
		end
	end,
	cry_credits = {
		idea = {
			"Kailen",
			"Auto Watto",
		},
		art = {
			"Kailen",
		},
		code = {
			"Kailen",
		},
	},
	unlocked = false,
	check_for_unlock = function(self, args)
		if G.P_CENTER_POOLS["Code"] then
			local count = 0
			local count2 = 0
			for k, v in pairs(G.P_CENTER_POOLS["Code"]) do
				count2 = count2 + 1
				if Cryptid.safe_get(v, "discovered") == true then
					count = count + 1
				end
			end
			if count == count2 then
				unlock_card(self)
			end
		end
		if args.type == "cry_lock_all" then
			lock_card(self)
		end
		if args.type == "cry_unlock_all" then
			unlock_card(self)
		end
	end,
}
-- Copy/Paste
-- When a Code card is used, create a copy (once/round modest/mainline)
local copypaste = {
	dependencies = {
		items = {
			"set_cry_epic",
			"set_cry_code",
		},
	},
	object_type = "Joker",
	name = "cry-copypaste",
	key = "copypaste",
	pos = { x = 3, y = 4 },
	order = 302,
	config = {
		extra = {
			odds = 2,
			ckt = nil,
		},
	}, -- what is a ckt
	rarity = "cry_epic",
	cost = 14,
	blueprint_compat = true,
	loc_vars = function(self, info_queue, card)
		return {
			vars = { SMODS.get_probability_vars(card, 1, card.ability.extra.odds, "Copy/Paste") },
			key = Cryptid.gameset_loc(self, { madness = "madness", exp_modest = "modest" }),
		}
	end,
	atlas = "atlasepic",
	extra_gamesets = { "exp_modest" },
	gameset_config = {
		exp_modest = { cost = 8, center = { rarity = 3 } },
	},
	calculate = function(self, card, context)
		if context.pull_card and context.card.ability.set == "Code" and Cryptid.gameset(card) == "exp_modest" then
			if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
				G.E_MANAGER:add_event(Event({
					func = function()
						local cards = copy_card(context.card)
						cards:add_to_deck()
						G.consumeables:emplace(cards)
						return true
					end,
				}))
				card_eval_status_text(
					context.blueprint_card or card,
					"extra",
					nil,
					nil,
					nil,
					{ message = localize("k_copied_ex") }
				)
			end
		end
		if
			context.using_consumeable
			and context.consumeable.ability.set == "Code"
			and not context.consumeable.beginning_end
			and not card.ability.extra.ckt
			and Cryptid.gameset(card) ~= "exp_modest"
		then
			if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
				if
					SMODS.pseudorandom_probability(
						card,
						"cry_copypaste_joker",
						1,
						card.ability.extra.odds,
						"Copy/Paste"
					)
				then
					G.E_MANAGER:add_event(Event({
						func = function()
							local cards = copy_card(context.consumeable)
							cards:add_to_deck()
							G.consumeables:emplace(cards)
							return true
						end,
					}))
					card_eval_status_text(
						context.blueprint_cards or card,
						"extra",
						nil,
						nil,
						nil,
						{ message = localize("k_copied_ex") }
					)
					if Card.get_gameset(card) ~= "madness" then
						card.ability.extra.ckt = true
					end
				end
			end
		elseif
			context.end_of_round
			and not context.retrigger_joker
			and not context.blueprint
			and card.ability.extra.ckt
		then
			card.ability.extra.ckt = nil
			return {
				message = localize("k_reset"),
				card = card,
			}
		end
	end,
	cry_credits = {
		idea = {
			"Auto Watto",
		},
		art = {
			"Kailen",
		},
		code = {
			"Auto Watto",
		},
	},
}
-- Cut
-- Destroys a Code card and gains 0.5 Xmult when leaving shop
local cut = {
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Joker",
	name = "cry-cut",
	key = "cut",
	config = {
		extra = {
			Xmult = 1,
			Xmult_mod = 0.5,
		},
	},
	pos = { x = 2, y = 2 },
	rarity = 2,
	cost = 7,
	order = 303,
	blueprint_compat = true,
	perishable_compat = false,
	demicoloncompat = true,
	atlas = "atlasthree",
	calculate = function(self, card, context)
		if context.ending_shop then
			local destructable_codecard = {}
			for i = 1, #G.consumeables.cards do
				if
					G.consumeables.cards[i].ability.set == "Code"
					and not G.consumeables.cards[i].getting_sliced
					and not SMODS.is_eternal(G.consumeables.cards[i])
				then
					destructable_codecard[#destructable_codecard + 1] = G.consumeables.cards[i]
				end
			end
			local codecard_to_destroy = #destructable_codecard > 0
					and pseudorandom_element(destructable_codecard, pseudoseed("cut"))
				or nil

			if codecard_to_destroy then
				codecard_to_destroy.getting_sliced = true
				SMODS.scale_card(card, {
					ref_table = card.ability.extra,
					ref_value = "Xmult",
					scalar_value = "Xmult_mod",
					message_key = "a_xmult",
					colour = G.C.RED,
				})
				G.E_MANAGER:add_event(Event({
					func = function()
						(context.blueprint_card or card):juice_up(0.8, 0.8)
						codecard_to_destroy:start_dissolve({ G.C.RED }, nil, 1.6)
						return true
					end,
				}))
				if not (context.blueprint_card or self).getting_sliced and (not msg or type(msg) == "string") then
					card_eval_status_text((context.blueprint_card or card), "extra", nil, nil, nil, {
						message = msg or localize({
							type = "variable",
							key = "a_xmult",
							vars = { number_format(to_big(card.ability.extra.Xmult)) },
						}),
					})
				end
				return nil, true
			end
		end
		if context.joker_main and (to_big(card.ability.extra.Xmult) > to_big(1)) then
			return {
				message = localize({
					type = "variable",
					key = "a_xmult",
					vars = {
						number_format(card.ability.extra.Xmult),
					},
				}),
				Xmult_mod = card.ability.extra.Xmult,
				colour = G.C.MULT,
			}
		end
		if context.forcetrigger then
			SMODS.scale_card(card, {
				ref_table = card.ability.extra,
				ref_value = "Xmult",
				scalar_value = "Xmult_mod",
				message_key = "a_xmult",
				colour = G.C.RED,
			})
			return {
				Xmult_mod = card.ability.extra.Xmult,
				colour = G.C.MULT,
			}
		end
	end,
	loc_vars = function(self, info_queue, center)
		return {
			vars = {
				number_format(center.ability.extra.Xmult_mod),
				number_format(center.ability.extra.Xmult),
			},
		}
	end,
	cry_credits = {
		idea = {
			"Auto Watto",
		},
		art = {
			"Kailen",
		},
		code = {
			"Auto Watto",
		},
	},
}
-- Blender
-- Creates a random Consumeable when Code card used
local blender = {
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Joker",
	name = "cry-blender",
	key = "blender",
	pos = { x = 3, y = 2 },
	rarity = 1,
	cost = 5,
	blueprint_compat = true,
	demicoloncompat = true,
	atlas = "atlasthree",
	order = 304,
	calculate = function(self, card, context)
		if
			context.using_consumeable
			and context.consumeable.ability.set == "Code"
			and not context.consumeable.beginning_end
		then
			if #G.consumeables.cards + G.GAME.consumeable_buffer < G.consumeables.config.card_limit then
				local card = create_card("Consumeables", G.consumeables, nil, nil, nil, nil, nil, "cry_blender")
				card:add_to_deck()
				G.consumeables:emplace(card)
			end
		end
		if context.forcetrigger then
			local card = create_card("Consumeables", G.consumeables, nil, nil, nil, nil, nil, "cry_blender")
			card:add_to_deck()
			G.consumeables:emplace(card)
		end
	end,
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"Kailen",
		},
		code = {
			"Kailen",
		},
	},
}
-- Python
-- Gains 0.15 Xmult when Code card used
local python = {
	dependencies = {
		items = {
			"set_cry_code",
		},
	},
	object_type = "Joker",
	name = "cry-python",
	key = "python",
	config = {
		extra = {
			Xmult = 1,
			Xmult_mod = 0.15,
		},
	},
	pos = { x = 4, y = 2 },
	rarity = 2,
	cost = 7,
	blueprint_compat = true,
	perishable_compat = false,
	demicoloncompat = true,
	atlas = "atlasthree",
	order = 305,
	loc_vars = function(self, info_queue, center)
		return {
			vars = {
				number_format(center.ability.extra.Xmult_mod),
				number_format(center.ability.extra.Xmult),
			},
		}
	end,
	calculate = function(self, card, context)
		if
			context.using_consumeable
			and context.consumeable.ability.set == "Code"
			and not context.consumeable.beginning_end
			and not context.blueprint
		then
			card.ability.extra.Xmult = lenient_bignum(to_big(card.ability.extra.Xmult) + card.ability.extra.Xmult_mod)
			G.E_MANAGER:add_event(Event({
				func = function()
					card_eval_status_text(card, "extra", nil, nil, nil, {
						message = localize({
							type = "variable",
							key = "a_xmult",
							vars = { number_format(card.ability.extra.Xmult) },
						}),
					})
					return true
				end,
			}))
			return
		end
		if context.joker_main and (to_big(card.ability.extra.Xmult) > to_big(1)) then
			return {
				message = localize({
					type = "variable",
					key = "a_xmult",
					vars = { number_format(card.ability.extra.Xmult) },
				}),
				Xmult_mod = lenient_bignum(card.ability.extra.Xmult),
			}
		end
		if context.forcetrigger then
			card.ability.extra.Xmult = lenient_bignum(to_big(card.ability.extra.Xmult) + card.ability.extra.Xmult_mod)
			return {
				message = localize({
					type = "variable",
					key = "a_xmult",
					vars = { number_format(card.ability.extra.Xmult) },
				}),
				Xmult_mod = lenient_bignum(card.ability.extra.Xmult),
			}
		end
	end,
	cry_credits = {
		idea = {
			"HexaCryonic",
		},
		art = {
			"Kailen",
		},
		code = {
			"Kailen",
		},
	},
}
local code_cards = {
	code,
	--packs
	pack1,
	pack2,
	packJ,
	packM,
	console,
	--not codes
	automaton,
	green_seal,
	source,
	cut,
	blender,
	python,
	CodeJoker,
	copypaste,
	encoded,
	--codes
	crash,
	keygen,
	payload,
	exploit,
	malware,
	crynperror,
	rework,
	rework_tag,
	merge,
	commit,
	machinecode,
	spaghetti,
	seed,
	rigged,
	patch,
	hook,
	hooked,
	oboe,
	assemble,
	inst,
	revert,
	cryfunction,
	function_sticker,
	run,
	declare,
	class,
	global,
	global_sticker,
	variable,
	log,
	quantify,
	divide,
	multiply,
	delete,
	alttab,
	ctrl_v,
	reboot,
	semicolon,
}
return {
	name = "Code Cards",
	init = function()
		--some code to make typing more characters better
		G.FUNCS.text_input_key = function(args)
			local pasting_clipboard = G.CONTROLLER.pasting_clipboard or false
			args = args or {}
			if pasting_clipboard == false then
				-- Ctrl+V clipboard paste support
				local is_ctrl = false
				if G.CONTROLLER and G.CONTROLLER.held_keys then
					is_ctrl = G.CONTROLLER.held_keys["lctrl"]
						or G.CONTROLLER.held_keys["rctrl"]
						or G.CONTROLLER.held_keys["lgui"]
						or G.CONTROLLER.held_keys["rgui"]
				end
				if not is_ctrl and love.keyboard then
					is_ctrl = love.keyboard.isDown("lctrl", "rctrl", "lgui", "rgui")
				end
				if args and (args.key == "v" or args.key == "V") and is_ctrl then
					local clipboard = (
						G.F_LOCAL_CLIPBOARD and G.CLIPBOARD or (love.system and love.system.getClipboardText())
					) or ""
					if type(clipboard) == "string" and clipboard ~= "" and G.CONTROLLER.text_input_hook then
						G.CONTROLLER.pasting_clipboard = true
						for i = 1, #clipboard do
							local c = clipboard:sub(i, i)
							G.FUNCS.text_input_key({ key = c })
						end
						G.CONTROLLER.pasting_clipboard = false
						return
					end
				end
				-- Ctrl+V supported
			end
			local hook = G.CONTROLLER.text_input_hook
			if not hook.config.ref_table.extended_corpus then
				if args.key == "[" or args.key == "]" then
					return
				end
				if args.key == "0" then
					args.key = "o"
				end
			else
				if string.byte(args.key, 1) >= 128 then
					print(string.byte(args.key, 1))
					args.key = "?" --fix for lovely bugging out
				end
			end

			--shortcut to hook config
			local hook_config = G.CONTROLLER.text_input_hook.config.ref_table
			hook_config.orig_colour = hook_config.orig_colour or copy_table(hook_config.colour)

			args.key = args.key or "%"
			--capitalize if caps lock or hook requires
			args.caps = args.caps or G.CONTROLLER.capslock or hook_config.all_caps

			--Some special keys need to be mapped accordingly before passing through the corpus
			local keymap = {
				space = " ",
				backspace = "BACKSPACE",
				delete = "DELETE",
				["return"] = "RETURN",
				right = "RIGHT",
				left = "LEFT",
			}
			local corpus = "123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"
				.. (hook.config.ref_table.extended_corpus and " 0!$&()<>?:{}+-=,.[]_" or "")

			if hook.config.ref_table.extended_corpus then
				local lower_ext = "1234567890-=;',./"
				local upper_ext = '!@#$%^&*()_+:"<>?'
				if args.caps then
					if args.key == "." then
						args.key = ">"
					end
					if args.key == "[" then
						args.key = "{"
					end
					if args.key == "]" then
						args.key = "}"
					end
					if args.key == "\\" then
						args.key = "|"
					end
				end

				pcall(function()
					if string.find(lower_ext, args.key) and args.caps then
						args.key = string.sub(string.sub(upper_ext, string.find(lower_ext, args.key)), 0, 1)
					end
				end)
			end
			local text = hook_config.text

			--set key to mapped key or upper if caps is true
			args.key = keymap[args.key] or (args.caps and string.upper(args.key) or args.key)

			--Start by setting the cursor position to the correct location
			TRANSPOSE_TEXT_INPUT(0)

			if string.len(text.ref_table[text.ref_value]) > 0 and args.key == "BACKSPACE" then --If not at start, remove preceding letter
				MODIFY_TEXT_INPUT({
					letter = "",
					text_table = text,
					pos = text.current_position,
					delete = true,
				})
				TRANSPOSE_TEXT_INPUT(-1)
			elseif string.len(text.ref_table[text.ref_value]) > 0 and args.key == "DELETE" then --if not at end, remove following letter
				MODIFY_TEXT_INPUT({
					letter = "",
					text_table = text,
					pos = text.current_position + 1,
					delete = true,
				})
				TRANSPOSE_TEXT_INPUT(0)
			elseif args.key == "RETURN" then --Release the hook
				if hook.config.ref_table.callback then
					hook.config.ref_table.callback()
				end
				hook.parent.parent.config.colour = hook_config.colour
				local temp_colour = copy_table(hook_config.orig_colour)
				hook_config.colour[1] = G.C.WHITE[1]
				hook_config.colour[2] = G.C.WHITE[2]
				hook_config.colour[3] = G.C.WHITE[3]
				ease_colour(hook_config.colour, temp_colour)
				G.CONTROLLER.text_input_hook = nil
			elseif args.key == "LEFT" then --Move cursor position to the left
				TRANSPOSE_TEXT_INPUT(-1)
			elseif args.key == "RIGHT" then --Move cursor position to the right
				TRANSPOSE_TEXT_INPUT(1)
			elseif
				hook_config.max_length > string.len(text.ref_table[text.ref_value])
				and (string.len(args.key) == 1)
				and (string.find(corpus, args.key, 1, true) or hook.config.ref_table.extended_corpus)
			then --check to make sure the key is in the valid corpus, add it to the string
				MODIFY_TEXT_INPUT({
					letter = args.key,
					text_table = text,
					pos = text.current_position + 1,
				})
				TRANSPOSE_TEXT_INPUT(1)
			end
		end
		local yc = G.FUNCS.your_collection
		G.FUNCS.your_collection = function(e)
			if G.CHOOSE_CARD then
				G.CHOOSE_CARD:remove()
				G.CHOOSE_CARD = nil
			end
			yc(e)
		end
	end,
	items = code_cards,
}
